Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Leflair

Pages: [1] 2 3 ... 17
« on: June 16, 2024, 04:51:12 pm »
ROSIGMA 2.7 is now live and available on the

ROSIGMA 2.7 Notes:


Heads Up:
- Requires 40k version 038.
- GUARD: If you got an ongoing pre2.7 save with Guard and have a normal Valkyrie/Crassus/Gorgon the save might crash upon entering the baseUI. This is due to an update to those craft code entries in rosigma to get around limitations to submodding in OXCE. 

- Some Regen fixes.
- Some Melee Scaling fixes.
- ASTARTES: Devastators now have their big backpacks again, if they were missing.
- Replaced some faulty Player Frateris death sounds
- Implemented a method to restrict Perils of the Warp checks per turn to prevent instant warpification by using big AoE items (like the buff/smoke tomes).
- Crash fix for missing Nurgle Interception craft alienDeployment data.
- Corrected Webber ammo (Dark Mass) manufacturing cost from 20 ceramite to 10 promethium.
- Various other minor fixes and tweaks.

- Updated some more items (primarily ammo) armor values to 200 to prevent item pile disintegration from stray Tzeentch shenanigans.
- Grav weapon stats standardization.
- Melee weapon stats updates and standardization efforts.
- Smite Buffed: 10 Energy instead of 25 to use, stun damage reduced from 10 to 5 for using it. Damage bonus from user psi ability. Ignores armor, maxRange 20.
- Changed spawned/turned enemy units TU to 15% default instead of 25%, to prevent them using snap fire and possibly causing some conga line issues.
- Made Mastercrafted Stormbolter ammo available for manufacture for factions that aren't Greyknights, after ceramite and mastercrafting is reasearched.
- Standardized Order Max Range at 7.
- Orbital Beacon reactions doubled to counter the 2xPistol reaction bonus on enemies. Also given 1x100% chance to dodge if shot at.

- Integrated Therons excellent Ancient Space Hulk dungeon work. This includes 4 new space hulk map set themes and several new genestealer variants. Leflair has built a couple dozen, or forty, map blocks based on the tilesets, Surrealistik got in on it too and before you knew it we had a [lot] of maps.
- You'll encounter new music tracks per map based on the old space hulk games.
- The special space hulk will appear once certain conditions are met. Either discovered by the player (through destroying genestealer related bases) or from world events. There's several ways to trigger it, and once the Hulk appears on the geoscape it will not time out nor disappear if you evacuate from it.
- Archeotech Lootbox:
If you manage to complete the Ancient Hulk-Dungeon you get an "Ancient Vault" item.
You need to research the corresponding topic and then you can open it in the related manufacture "Opening Ancient Vault" and you get an ancient set of power armor, unique per faction, including Arbites, based on the LE10 Power Armor).

- ARMOR: New Bloody Rose variant of the Elohim, stats towards melee. New inventory art.
- TRANSPORT: Added 2xSkull Probes for the Corvus, these can be used for scouting and to draw some reaction fire on turn 1.
- TRANSPORT: Added 2xAssault Cannon turrets to the front of the Corvus.
- TRANSPORT: Added Inquisition Valkyrie variant with a new paintjob and slightly tuned up engines. Replaces Guard Valkyrie for this faction.
- SFX: Added more motivational deathsounds to the Servo Skulls.
- CODEX: Removed requirements for some sister armors, that articles were unavailable despite fulfilling the requirements.
- ARMOR: Updated requirements for Celestian and Sacresant armor types, they are now dependent on Armory of Faith, Master Crafting and Ceramite.
- ARMOR: Deathcult Assassin melee bonus restored to +20, ranged bonus nerfed a bit further to -20 from -10.
- ARMOR: Removed inbuilt Skull Probes. A little too strong when massed.


- Personal Shield and Bionics projects now available to Judges.
- New Justicar Power Armor, if you can recover the LE10 armor from the new deep Space Hulk location.

- BANEBLADE: New craft with 40k 038. Increased speed from 75 to 150. Gun turrets updated and beefed up.
- BALANCE: Added Scaling to Officer Melee Weapons.
- BALANCE: Added a Mortar Marker, whch delays the mortar strike by a turn. Mortar ammo cost lowered as compensation.
- RESEARCH: Moved airstrike research to starting unlocks for Scions/Elite Strategy Guard.
- RESEARCH: Carapace armor research unlocked by Scions/Elite Strategy.
- ARMOR: Scions can now use the Elysian jump armor and Harakoni Warhawk jump armor, research reqs unlocked with strategy.
- ARMOR: Felinid regular sensor armor vision stats lowered to soft cap 40/40 from 45/45.
- START: Elite Strategy IG (Scions) now gets:
1xValkyrie Grav Drop token
1xTauros Grav Drop token
6x Elysian Jump armors
6x Accatran Lasguns
2x Accatran Missile Launchers
2x Accatran Bolters.
In their starting package. They lose the normal Valkyrie Token. They get 1 more craft token than they have hangar space, so you'll need to pick what to deploy first.
- CODEX: Crassus codex article requirement given mid-tier to match research access (previously high-tier).
- ART: New Kris-made Commissar spritework for normal and carapace versions, battlesprites/floorob/bigob/inventory art.

- Added the mechanized Steel Legion of Armageddon as a guard Strategy, with excellent sprite art by Kris.
- Design wise they are a little more streamlined than the default strategy, with more skilled starting troops and a focus on ground craft. Their ground vehicles have a speed bonus.
They lack some air options lack grav drop Valkyries. 
Steel Legion has better range on their autofire (codex doctrine armoured fist and mount up!).
They have 10-30% ACID resistance better than standard Guard, to represent their toxic world origin and sealed equipment.
- For Abhuman support options they have the Squats (Ratlings may come in the future) but lack Felinids, Beastguard and Ogryn (Ogryn bodyguards may be added in some more limited form later).
Includes: Soldier types and armors (officer, medic, vox, carapace etc), custom Sentinels (with some ACID resistance).
- Steel Legion arsenal of guns, low/mid-tier voss variant lasguns (scoped) and carbines (bayonet), hellguns and volleyguns, missile & grenade launchers, heavy flamer, new chainsword and powerfist. Some weapons appear at mid-tier or after researching ceramite.
- End game armor: Steel Legion Stormtrooper armor (replaces Guard void/power armor). They have better resistance vs ACID damage type.
- Steel Legion variant mounted guns, HB, Lascannon and Autocannon. Purchased as normal, shows SL skins when used by SL guardsmen.
- Steel Legion versions of Chimera convoy, and Leman Rus convoys with and without tank rider slots. Their go-to high end Leman Rus is the Executioner (plasma). They get early access to the non-tankrider version of the Leman Rus convoy in early tier after researching adamantium.
- Steel Legion convoys containing Chimeras get a ~20% discount to purchase price and upkeep cost.
- Steel Legion Lightning and Thunderbolt interceptors (re-skins). They are more expensive as a downside to the SL ground focus and boons (cost, speed and armor boons).
- Steel Legion Crassus and Gorgon variants (re-skins). They have the Steel Legion boon to speed.

- ARMOR: Heatvision for Advanced Scout Armor
- ARMOR: Buffed Armor Resistances of Officer+ (includes Techmarines, Librarians etc) Power Armor and Terminator Armors by 10-20%.
- ARMOR: Buffed Armor Resistances for Primaris.
- TRANSPORT: Updated the speed of the Chapter Army Craft to 250 instead of 20.
- TRANSPORT: Gave the Chapter Army Craft heavy bolter sponsons, turned the Rhinos into Razerbacks (turrets) and added some recon capability (2 skull probes) to the Landspeeder.
- TRANSPORT: Added 4 tiles and 4 additional slots (total of 30 instead of 26) to the Chapter Army Craft for support and 2x2 units (Dreadnoughts). Can't really restrict specific tiles to specific unit types, so place them however you want in the Craft Preview.
- TRANSPORT: Moved item pile to the back of the Landraider for the Chapter Army Craft to save it from explosions.
- TRANSPORT: Added 8 ground tiles and slots to the Landspeeder craft (14->22) with additional space for Support units (servitors) and HWPs.
- TRANSPORT: Guard Valkyrie no longer available for Space Marines.
- SPONSONS: Buffed armor of the Thunderhawk/Landraider heavy bolter sponsons so they can survive a bit longer.
- FINAL MISSION: Buff damage, armor and health for the Vindicator cannon. Damage roll updated to 50-200% to always do some damage.
- BANNER: Space Marine Banner is now AoE again.
- Crozius damage bonus from psiSkill. Power range drop off set to 20, 5 points of power reduction per tile after.
- Smoke spell now modified by user psychic ability.

CHAMBER MILITANT (and friends):
- Immunity to the Perils of the Warp added to armors.
- Deathwatch Armor Resistances buffed.
- ARMOR: New Grey Knight and Deathwatch Saturnine bases terminator armors can be acquired from the Ancient Hulk loot.
- TRANSPORT: 2x Skull Probes for the Corvus.
- TRANSPORT: Added 2xAssault Cannon turrets to the front of the Corvus.
- TRANSPORT: Added Inquisition Valkyrie variant with a new paintjob and slightly tuned up engines. Replaces Guard Valkyrie for this faction.

- Blood Ravens Space Marines can now appear to assist the player, if playing a non-space marine faction, after fulfilling certain requirements. THREAT_ONE required, and reseaching the chapel helps. One event with a 5% chance of firing per month for 1 veteran Blood Raven, and one event with a higher chance of firing once the chapel has been built for 4 Blood Raven Marines.
- The Blood Raven marines are tactical marines, with slightly higher psi ability stat rolls (but lower devotion).

- Reduced effective range of Nurgle Midwife/Daemonette spit and spray, and max number of spits per turn.
- Made the Nurgle Elite final list somewhat harder, the engineer slot can now spawn a blessed deathguard that transforms instead of just havocs, medic slot nurgle sisters/daemonettes removed and replaced with more Deathguard spewers and Terminators, the navigator slot will now also spawn a nurgle assassin 33% of the time, the soldier slot will now spawn a few normal deathguards (fewer terminators) but also maybe an nurgle blighted assassin, the terrorist slots will spawn more Blight Haulers.
- Nurgle Blightbearer assassins now tougher, higher firing/melee accuracy and unbreakable. Will now toss a Plaguebearer spawner first instead of a Nurgling spawner. Nurgling spawner replaced with another blight grenade. Will snipe outside of LOS more often (90% instead of 50% of attacks).
- Nurgle Cult Leaders will now attack outside of LOS 75% instead of 50% of times.
- Chaos Gravgun now has less accuracy drop off (6->5) and 5% higher snap accuracy (70% instead of 65%). No longer capped at 24 maxRange but instead have 2 power drop off after 18 tiles.
- Nurgle AOE Gravgun now has less accuracy drop off (10->5) and 10% higher snap accuracy (55% instead of 45%). No longer capped at 20 maxRange but instead have 2 power drop off after 16 tiles.
- Nurgle Gravcannon  now has less accuracy drop off (7->4), powerRangeThreshold: 14 and powerRangeReduction: 0.25 changed to    powerRangeThreshold: 25 powerRangeReduction: 2 (no power reduction until 25 tiles out). MaxRange 25 changed to AimRange 25 (can now fire further than 25 tiles). minRange set to 5.
- Nurgle Gravgun now has less accuracy drop off (10->6), power drops off after 14 tiles.
- Nurgle Gravpistol now has less accuracy drop off (7->6) but removed aimed fire mode. Accuracy drop off begins after 14 tiles. Power drop off starts after 16 tiles.
- Nurgle Needler rifle changed from 5 accuracy drop off to 2 drop off per tile, and accuracy increased from 80% to 110%, aimRange increased to 30 from 25. So you'll now be hit and infected pretty much every time it fires. Added 100% energy and stun damage to it. Damage bonus increased from 30% to 40% (scales with accuracy). minRange set to 7 (less accurate closer than 7 tiles).
- Nurgle Autopistol given 10% nurgle infection damage.
- Changed daemonette armors spawn TU to 5% from 10% to prevent them getting a melee attack off when they spawn.
- Changed ranged daemon spells to flatRate: false from true.
- Reduced toItem damage for several Tzeentch spells that was previously set to 500%.
- Reduced some morale damage from 800-1000% to 500% or lower for some tzeentch spells.
- Slightly increased armor effectiveness from 50% to 60% vs some chaos spells (tzeentch).
- Changed some daemon melee attacks accuracyMultiplier to meleeMultiplier (you'll probably not notice anything).
- Reduced effective range of Mr Crabby's tzeentch spray attack.
- Increased Tu cost of Pink Horrors standard spell by 5 points. Can no longer aim fire twice a turn, or snap fire 5 times a turn. Snap fire drop off range begins at 15 tiles instead of 18 and 26 tiles.
- Created a STR_SLAANESH_LATE race list for month 10+ Slaanesh missions and bases, containing more Slaanesh Marines and other nasties.
- Iron Guard given a custom Battlesprite sheet and corpse sprite with pixels done by Sboven.


- HP Normalization for Necrons
- VFX/SFX: Necron Flayed Ones melee attack graphics and sound effects updated.
- MAP/BASE: Necron Tomb 2x 20x20 Map Block Additions: Stasis Chamber Array, Security Room.

« on: April 29, 2024, 09:36:33 am »
The Daemonette sound files are from a combination of Diablo 1 (death sounds) and Marvel vs Capcom/Deathstalkers (You've Been Naughty).

Simi822: The Judges/Arbites are on the ToDoList, but those ideas are in line with that. Will take a look.

40k / Re: Sharing Is Caring (Contributions)
« on: April 13, 2024, 04:32:29 pm »
Cool concepts, perhaps we'll finally have both types of Hrud to cause maximum confusion  :D

« on: April 10, 2024, 05:30:33 pm »
Melta, lascannon, plasma, power (melee) weapons or even chainswords should do it.

« on: April 05, 2024, 09:44:35 pm »
Unless we bump into some critical bugs, the next update will focus on some more new content.

Available via the discord already: New World Map (new final base codex+location, change of mission zones), by Lecatac.

A few things in the WIP pipe (not promising all will make it into the next update).
    -Blood Ravens Space Marines (event reinforcements, mission recruitment, soldier+armor type). Art by Chaotic Tabris/Leflair.
    -Primaris Arsenal Expanded. Bolter and Plasma weapons. Art by Filip + Ashtroboy.
    -Combi-Plasma (Ettykitty) Code draft done.
    -Volkite Weaponry: Volkite Serpentis, Caliver and Charger, dependent on next version of OXCE. Art by Ashtroboy.
    -CHAMBER Strategy Split by Filip. Fleshed out GreyKnights with added Power Armor Aegis soldiers. Later, a Inq Stormtrooper Killteam Strategy. (4-5 Strategies).
    -Assets partially done: Space Wolves Strategy, assets by Chaotic Tabris
    -Assets partially done: Guard Rattlings - ChaoticTabris
    -Assets partially done: Nurgle Toads - Brenshar
    -Assets partially done: Penal Legion (Flak) Chemdogs - StarSquid.
    -Assets partially done: New Commissar Inventory art variants by Kris.
    -Assets partially done: Steel Legion for Guard, art by Kris.
    -Tzeentch Sorcerer on Disc 2x2
    -Orky Multimelta
    -Expanded Necron Base Map variety

« on: April 05, 2024, 09:33:31 pm »
2.6A is now available on Usual place.
Works with 40k037.2 (hotfixes)

Contains a bunch of map fixes, some from issues with 037 and others that have been reported previously but not tracked down until now.

ROSIGMA 2.6A Notes:

The Ork containment unit have been repaired. Nothing to see here citizens.

- MAP: Fix for tzeentch ship 06B and 06C.MAP glitchy walls/floors.
- MAP: Fix for Stormraven entry tiles.
- MAP: Fix Orkbase Height and GSC Base Ship Deployment without access paths (in city maps).
- MAP: Minor map gen fixes for bombardment provided by two crafts and deserter hideout.
- MAP: Revert Tauros Map to 40k036 type.
- MAP: Revert CH and CHI1-5.PCK to 40k036 type due to missing tile type in 037, reverted to old 07 and 07B.MAP battleships, this would cause missing tiles, walls and wrong colors in some larger ships.
- MAP: Morbid Graveship Fixes
- MAP: Updated mapScript for Droppods and fix GSC base ship tiles for accessibility in some rare cases.
- PRICING: Dominion adamantium price corrected from 2 to 20.
- Fixes Instances of Units Surviving Self-Destruct
- Corrected Assaultcannon, MC stormbolter and some other bolters have armor value 200 (very hard to be destroyed on the ground).
- Swap Catacombs mission text string to STR_CATACOMBS_MONTHLY_MISSION_TITLE
- Fixes Melee (damage type) bypassing Not Working Vs Self-Destruct Units;
- Sounds: Gave AI Imperials/Adeptas correct death sounds.
- Allow medikits to "heal" troops which cannot bleed (certain Deathwatch chapters).
- Certain hostile Eldar now use Eldar craft UFO rather than Imperial ones.
- Handflamer ammo now available if you can buy the weapon (Assault Marines, Inquisition).
- IG Support Tanks don't care about the advanced turret system (which would previously cause some issues if you didn't bring spare leman russ turrets).
- MISSION: Disabled broken STR_GENE_INFILTRATION with inherited values from vanilla.
- CRAFT:  Disabled STR_CORVUS_TOKEN with conflicting values.
- Fix for broken Gretchin graphics.

- Rebalances Power Knuckles, Knives and Power Fists.
- Chainsword and MC Chainsword Retooled to Have Scaling
- Decoder Outposts now also provide provideBaseFunc: HANGAR + IMPERIUM
- 40k037 added turrets updated to rosigma standard.
- Added Falloff to Officer's Sword, energy cost in %.
- Added Damage Scaling to More Melee Weapons.

- Elohim bolters and Seraphim boltguns will now be available to Novice Strategy after researching mid-tier, along with the ammo manufacturing.

- Bayonet energy cost set to 2 points per use.

- Added a Teleporter Script, experiment with a new Assault Terminator Teleporter unit.
- Buffed the Assault Bike. Tougher frontal armor, and dodge, plus a little cheaper RAM attack that does 20% more damage.
- Terminator unit types can now turn to chaos if you go down that path.
- Advanced Drop Pods now have stormbolter turrets too.

- Raptor armor updated to work like other jump packs.

- Clean up playable Chaos Armors with more standardized stats, which also gives Impact Shock resistance to them for drop pods.

- Added Brenshars Necron Flayers.

- Buffed some of the NPC units. The specific unit is REDACTED for your safety.
- AI Frateris and Sister death sounds changed to more suitable noises.

« on: March 15, 2024, 01:43:06 pm »
Likely due to OXCE 7.12 updates enabling spawning of singular craft without using a token system.
Will take a look, the corvus token can likely be removed from the radical road research.

« on: March 14, 2024, 10:31:45 am »
ROSIGMA 2.6 Notes:
Updated to work with OXCE 7.12 and 40k037.

- MAP: Some leaky wall fixing for 2 UFOs.
- MAP: Added accessible ground floor doors to Tzeentch ship 08B.
- MAP: Removed partial wall blockers in entrance of Nurgle ship N07. Added missing elevator tiles and doors to left and right wing.
- MAP: Fix for GSC (Arbites) Imperial scout and convoy maps stairs not working (changed to object).
- MAP: Leaky wall fixes on the big bunker maps.
- MAP: Fixed blocked stairs in INDUSTRIALURBANCULT20A and 20B.
- MAP: Fix blocked doors for CH02DOUBLEWIDE (Variant for Hell Tears).
- CRASH-Fix for Issue with knocked out Wraithguard causing crashes, related to PainImmune being bypassed by stun weapons.
- CRASH-Fix for Issue with knocked out Slaanesh Xeno Weapons Platform causing crashes, related to PainImmune being bypassed by stun weapons.
- MECHANICS: Fixed OXCE update breaking the 2X reaction bonus for pistols (and preventing reaction fire in some cases).
- MECHANICS: Improved Scripting for Intimidation and Mend Wound Mechanics.
- MECHANICS: Friendly Turrets can no longer be Decepticons.
- MECHANICS: Heavy Flamer Turrets should now be properly corruption immune.
- MECHANICS: Minor Refactor of Mend and Inflict Wounds to prevent harming own units.
- MECHANICS: Added more Mechanical Tags to prevent corruption and betrayal mechanics from triggering for these "units". Including holo-decoys and training dummies (so Alpha Legion infiltrators don't reveal themselves after gunning down a training target).
- MECHANICS: Fix Heavy Krak Missile lacking damageType.
- CODEX: More Typos corrected in several Codex articles.
- CODEX: Added Codex texts for the Pump-Action Shotgun and the Liberator Autostubber.
- CODEX: Adjusted several Mastercrafted Weapons CODEX requirements to match their manufacturing requirements.
- CODEX: Adjusted access to marine power armor and terminator armor articles so more factions can see them.
- INFO: Tzeentch Battleships will now correctly show as VERY LARGE instead of just LARGE.
- INFO: Proper listOrder to special bolt ammo and guns.
- QOL: Added Outpost Dirt: canBeBuiltOver.
- RESEARCH: Unlocked Imperial Webber Research for All Factions as intended.
- ENEMIES: Removed placeholder code from base 40k where genestealer hives would spawn necron ships/missions.
- TEXT: Added some more missing name Strings for dummies.
- VISUAL: CustomArmorPreviewIndex for IG Mounted Guns fix.
- VISUAL: Flying Animation for Tzeentch Inquisitor.
- AUDIO: Re-Added Missing Dominion bolter fire sound.

- MISSIONS: Reduction in most Normal difficulty Mission types from 4 to 3 UFOs waves. Some terror missions from 3 to 2 UFO waves. Less UFO craft spam per month. Swapped in some smaller UFOs in the first wave instead of medium/large UFOs for more training opportunities.
- MISSIONS: Easier early months: Split the Nurgle/Tzeentch/Slaanesh random monthly mission types into normal and HARD, enabling easier early month missions for factions that do not start with the HARD missions. Also softened some of the early 3-gods lists to have fewer daemons and spellcasters.
- MISSIONS: Lowered Hulk chance of spawning in later months + halved monthly mission script firing odds for less mission spam.
- MISSIONS: Made the target objective in space Hulks a hostile unit you can "spot". It's possibly explosive.
- MISSIONS: Added several previously restricted missions to the random monthly pool for more variety. A downed valkyrie, outpost defense, assaulting a chaos temple (with friends) and the Catacomb mission with recruitable Adeptas units to rescue.
- MISSIONS: Space Hulks primary objective is now a "hostile unit" so its easier to detect if you can see it.
- MECHANICS: Infiltration chance reduced and changed to increase in proportion to damage inflicted.
- MECHANICS: New for Psykers: Perils of the Warp mechanic introduced. Psykers with low Morale, or that utilize their powers repeatedly in the same turn, carry a heighted risk of perils; the lower their Morale, the worse the outcome is likely to be.
- CODEX: Added additional text to Codex articles for some commendations.
- RESEARCH: Plasma research now locked behind mid-tier.
- RESEARCH: Heavy Plasma research now has a unique joint topic. Heavy Plasma ammo reduced from 10 to 6. Increased heat generation per shot.
- PLASMA: Added Maximal mode to most plasma weapons; this allows the user to expend 3 additional charges (and heat) to deal 50% more damage. Situationally useful for penetrating heavy armor.
- PLASMA: Mastercrafted Plasma Rifle now has better drop-off per tile (improved accuracy).
- PLASMA: Plasma pistol and rifle damage reduces at 20 tile+ range.
- PLASMA: Plasma dropOff normalization for more plasma weapons.
- BOLTERS: Visual addition, added hitAnimation for bolters. A little explosion.
- RECRUITMENT/MISSIONS: Krieg guard may now appear in WAR missions. Helpfully assisting by taking enemy fire during the first turn. If any survive they can be recruited.
- STARTING BASE: Updated starting bases craft ammo count to correct values.
- BALANCE: Hologrenade price adjustment, less tokens, some more elerium instead.

- ART: 16 new variant heads for SoB power armor and 6 for Bloody Rose version of the armor.
- RECRUITMENT: Enabled 4 more Slaanesh Sisters captives to Repentia Manufacture topics.
- ARMOR: Nerfed ranged accuracy on repentia and deathcult armors, buffed stamina (energy). DCA armor now has slightly better front and side armor to make it an upgrade vs the repentia (still has 20% more dodge as well).
- MECHANIC: Spirit of martyr purges all infection/corruption when triggered.
- CODEX: Moved more Armor Codex articles over to the Adeptas codex section+removed some blocking requirements for low end armors that other factions may encounter/use.
- ART: Heretic Hospitallers given unique Inventory Sprite + codex articles.
- MAP/CORVUS: Added a second door exit to the Corvus.

- MECHANICS: Tweaks to the buff Banner, added safety parameters for self-harm prevention.
- RAZORBACK: Turret buffed to 50 health from 40.
- New 037 drop pod Firestorm is now available.

- WEAPONS: Ripper Pistol Improvement, a lot more morale damage, 10% more health damage. Token Cost Reduction from 400 to 200 tokens.
- UNIT: Buffed the Priest. Now benefits from Spirit of the Martyr (prevents dying) and generates 10 faith points.
- WEAPONS: Lascannon sniper adjustments. +1 point in dropOff accuracy. aimRange 30 instead of 31. Higher kneelBonus. minRange introduced (lower accuracy in close combat)
- WEAPONS: Longlas kneelbonus increased, accuracy adjusted so its better to kneel with it than stand or hipfire.
- TURRET: Crassus turrets set to 50 health. Reaction fire removed, autofire buffed to 5x from 3x shots.
- MECHANICS: Biomancer can now only regenerate up to a maximum of half its max HP. Instead of having no recovery time, its recovery time is reduced by 90%. Lethal wound regeneration now scales with psi (minimum of 1).
- 037 change: Tauros convoy are now 3xTauros instead of 2x.
- 037 change: Taurox convoy updated, ramp replaced with ladders.
- New 037 Praetor vehicle now available. Access may be moved.
- WEAPONS: DW Lascannon adjustments. Higher mobility, less accuracy at distance.
- WEAPONS: DW Dread Plasma Cannon now has better drop-off (3 instead of 5 per tile).
- UNITS: Bionics Enhancements enabled for Inq Stormtroopers. Inq stormtroopers can now achieve higher total reactions as well.
- FIX: Display full range of inventory sprites for Inquisitor armor.

- New 037 Eldar Cobra and Scorpions available. Further updates may come.

- Changed some late game weapon loadouts for Deserter Soldiers (navy autocarbine), Deserter Officers (Highgrade autopistol), Iron Guard Heavies (mortar) and Heavy Traitor Squats (mortar).
- Added Chaos variant of the Mortar.

- MAP: Necron Tombs are now larger and more varied with a new main objective to destroy (by Buscher). Look for the glowing crystal.
- Necron bases can now retaliate (small chance per base and month).
- Necron Scarabs attack speed adjusted by size of the swarm. Fewer scarabs = fewer attacks.
- AI: Necrons no longer afraid of fire tiles.

- Halved civilians chance to trigger AL (30%->15%).
- Made GKs have a much smaller chance of triggering it. Librarians are immune. Chance of triggering it goes from 5% to 1/0% with higher rank.
- Chaos Sacrifices will no longer trigger AL.

- Spooky grenades now much spookier.

- DIFFICULTY: Made starting difficulty Nurgle lists a little easier. Added one new simple cult list specifically for the starting month.
- DIFFICULTY: Added HARD mission types for Nurgle missions. Made normal missions early game easier.
- WEAPONS: new Nurgle autopistol and grenade assets by Brenshar.
- LOADOUT: Nurgle Terminators now have gravpistols instead of boltpistols.
- Poxburster Explosives No Longer Hidden on Minimap. Script and mechanic streamlined.
- DIE HARD tag introduced for certain units. Plague Marines, Rotbearers, Plague Ogryns, Poxwalkers. Sets just enough health not to die to one pass of fatal wound damage.
- Instant Zombification removed from more Nurgle weapons and replaced with slight buffs to infection amount or TU damage.
- Balesword TU cost decreased from a whopping 30 to 20.

- Tzeentch Mutants and Thralls introduced for Corruption Spawning on the lower end of the health curve. Fewer Mr Crabby or Blue Horrors from noodle humans.
- Added HARD mission types for Tzeentch missions, made the normal ones easier in the opening months (fewer Witches, Tzaangors and Daemons). HARD missions are activated by researching mid-tier, or playing Space Marine factions.
- Reduced ratio of Tzeentch Blessed Rubric Marines (Spawns Flamers).
- Adjusted new 037 Screamer daemon for rosigma statline and rewards, included in several tzeentch lists, it's a lower threat daemon.

- Implemented the new OXCE AI avoidsFire: false modifier for Tyranids so they aren't afraid of harmless fire-tiles.
- HIVE GSC Base mission will now always have 3 Trains for the player to deploy from (previously 1-3 randomized).

- Added HARD mission types for Slaanesh missions. Made normal missions early game easier.
- Fewer Daemonette types in the early-game Slaanesh lists.

Note that some of the enemy list changes have integrated some chill mode ideas from 2.4/2.5, giving a kinder threat ramp for non space marine-based (Hard Mode) factions.
The older Chill Mode file that modifies enemy tech progression will still work with 2.6.

« on: February 06, 2024, 01:16:52 pm »
The purpose of the GSC research chain is to open up a GSC-playable path.

The idea being that you capture some actual genestealers, and if you have more than X in captivity for Y days (scripting dependent, might not be possible to implement), or if you research a particular topic down the chain (due to the scripting limitation) - then the genestealers "escape" and infect you and you enter the GSC path.

Example, the GSC path research topic could become available after researching all the relevant topics in the chain (6 or so) + Having researched a live Genestealer. This triggers some event pop ups + makes certain gameplay options available.

-> Opens up soldierTransform options to infect your current soldiers (bust in HP and some other physical stats).
-> Opens up some Hybrid-ization upgrades (surgery) and genestealer recruitment options.
-> Turns off the GSC hostiles/missions from generating (might not be possible to make existing enemy GSC bases disappear in OXCE, but random missionScripts can be shut off).
-> Activate GSC flavored eventScripts and research options to "infect" the world and get resources.
-> Activates the alternative final mission that Chaos Path gets, but GSC flavored.

You'd still fight Chaos/orks etc, and maybe activate the Inquisition and fight those.

« on: January 30, 2024, 10:58:49 am »
You get that kind of error if you've borked the installation.

Make sure you have no ZIP file of the mod in the mod folder after extracting.
Make sure you have the right OXCE version (7.11) for the rosigma version (2.5A) + 40k036.

« on: January 24, 2024, 11:43:41 am »
You can change your deployment setup in the craft preview window. The "extra" slots in the armored column ride on top (might be possible to change their order in the craft code so they are filled last...).

« on: January 24, 2024, 12:09:46 am »
A hotfixed version 2.5A now live on


- CODEX: Fix for 2LEMON.SPK not showing from base 40k via submodding. Image and .spk created for ROSIGMA.
- CODEX: Created a blocker to prevent the READCODEX event from spawning multiple times.
- Rename "auto" shots into snap on IG missile launchers (uses auto shot code to prevent reaction firing).
- Fixes Research Issues with Redacted Infiltration and a minor typo.
- SOUND/MCD: Found another Tzeentch ship tile that had the gunshot sound error when stepped on (unlike any slaanesh tiles moaning noises).
- DEATHWATCH: Fix for an issue where Deathwatch could not progress to High-tier for the final mission.
- DEATHWATCH: Fix for a base 40k issue Deathwatch could not access captain or warmaster armors.
- Changed Heretic Hospitaller units armor to their intended armor set, previously they'd look like basic adeptas.

- Advanced ammo compatibility for the basic Astartes bolt pistol.
- Lowered score Abort Penality for Space Hulks. 375 points instead of 750.
- Added some Abort Penalties for certain missions (mostly bases).
- Removed dominion power axes from the basic heretic sisters and hospitaller loadouts. Too good weapons for these enemies.

« on: January 23, 2024, 11:33:21 am »
Promotions were unintentionally set to manual for all factions, while it's mostly Primaris that has use of them being manual.

Arco-flagellants are not in, but you take basically no morale loss from losing the Frateris Militia or Repentia, if you need fodder units.

« on: January 22, 2024, 05:46:45 pm »
You can use them if you capture the gear.

40k / Re: Turning to chaos
« on: January 22, 2024, 05:45:17 pm »
All factions can turn in rosigma, although only Marine-factions (including Inquisition) and to a lesser extent sisters have fleshed out units for it.
Guard gets the Iron Guard combat servitors.
Although once turned, you get the option to unlock more chaos recruitment topics.

Inquisition have the Radical Road -> Heretical that unlocks the chaos-options.

Pages: [1] 2 3 ... 17