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Messages - Leflair

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16
40k / Re: Guns on chimera
« on: January 12, 2024, 04:18:57 pm »
You need to bring the appropriate turrets with the Chimera crafts inventory (where you put all the crews weapons).
The game should then auto-equip them.
Remember the Tank in the Leman Rus convoy also have turrets + sponsons (side and front).

Also, if they are destroyed in combat you need to replace them.

17
40k / Re: [ADDON] ROSIGMA
« on: January 12, 2024, 04:17:25 pm »
Any plans to incorporate the Leagues of Votann in some way?

Not currently, although Guard gets access to Squat recruits. We'll probably expand their armor selection first.

Votann may eventually make some sort of showing as mercenaries or "random mission encounter".

18
40k / Re: [ADDON] ROSIGMA
« on: January 12, 2024, 04:16:10 pm »
You can put bug reports here, but I'll see them quicker on our discord (link exists on the mod.io page for this mod).

In other news, I've added a zip file of the rosigma 2.4 chill mode files with instructions to the mod.io page of the mod - if you click "view other files" near the download for the main update (yeah I know, great UI design).

Copy Pasta:
Works with (and requires) ROSIGMA 2.4.

Intro:
ROSIGMA is tuned to be both fast and intense in terms of mission and enemy progression, but if you're just starting out, want a slower pace or want to use Brutal AI with an adjusted enemy count you can customize your gameplay by using these files.

How to install:
Extract into your ROSIGMA ruleset folder (Documents\OpenXcom\mods\rosigma\Ruleset) and make sure to replace the same-named files there.
You can use ANY or ALL of the three chill mode versions of the files depending on your own preferences.

Modified Chill Mode files:
- alienDeployments_40k.rul: Enemy Deployment numbers and enemy base generated mission frequency reduced by ~33%. Frequency of scripted side missions like Space Hulks are not affected.
- alienMissions_40k.rul: Slower Enemy List Escalation: Enemy Lists, normal and hard, regardless of player faction, ramp over 24 months instead of 12 months. Does also slow scripted missions list upgrades.
- alienItemLevels.rul: Slower Enemy weapon loadout tech progression, speed halved (again, 24 months). More gradual upgrade of loadouts. Doesn't affect units with fixed loadouts.


19
40k / Re: [ADDON] ROSIGMA
« on: November 06, 2023, 10:06:00 am »
Yeah, I see that type of "armor size" error pop up from time to time when doing an update of the installation, so its something relating to it.

20
40k / Re: [ADDON] ROSIGMA
« on: November 02, 2023, 02:34:40 pm »
Check your installation so you do not have a zip file in the mod folder.

21
40k / Re: [ADDON] ROSIGMA
« on: November 01, 2023, 07:26:27 pm »
CHILL MODE 2.4 files, suitable for chill times, or if you're gonna use Brutal AI are available on the Discord "Other Mods" channel.

- alienDeployments_40k.rul: Enemy Deployment numbers and mission frequency reduced by ~33%.
- alienMissions_40k.rul: Enemy Lists, normal and hard, regardless of player faction, ramp at 24 months instead of 12 months.
- alienItemLevels.rul Enemy weapon loadout tech progression speed halved

Any of these alone or together can be used by pasting and replacing the same named files in your 2.4 installation folder.

22
40k / Re: [ADDON] ROSIGMA
« on: November 01, 2023, 07:24:28 pm »
Liking the latest version a lot - though not run into any Hrud yet (alas), and while the modular turret system's very cool and a good late-game money sink, I can't figure out how to get particular turrets on particular vehicles; is there a particular set of turrets (not sponsons) that only the Leman Russ can mount? I'm assuming the craft weapon mounts can't be used as turret slots, so just knowing if there's x turret it will definitely go to y tank would help to parse what I'm up to on the equipment screen. Also, <yells at cloud> the Armoured Convoy still starts four hapless guardsmen standing on top of a Chimera waiting to catch reaction fire instead of being tucked safely in the four empty spaces in the middle vehicle. It isn't quite as lethal as you'd expect, weirdly, but it's still a pretty reliable game of "use the guardsmen to stop those bolter shells scratching the paint".

That aside, had an unrelated question that I'll spoiler in case anyone hasn't seen the research in the UFOpedia:

If I want to
Spoiler:
do a renegade/traitor run
, what's the best faction to start as? They all have research routes for it, it looks like, but it also looks like Sisters/Marines might get the most unique recruitable units, with the Inquisition subfactions coming in after (and themselves having different options to each other, AFAICT). So, I wondered what route gives me the most options, as well as if there's any important research/units that should get done before
Spoiler:
HERESY, etc

Correct in that Leman Russ have some unique turrets, and sponson turrets are named differently (front sponsons vs side sponsons might not be, although they do have different types on some variants).
Aside for the main gun
    Leman Russ Annihilator.* Lascannons
    Leman Russ Executioner.* Heavy Plasma
    Leman Russ Punisher.* Massive Assault Cannon
+ Sponson Multimelta, hull lascannon, flamer sponsons and heavy bolter sponsons.

Chimeras have Twin Heavy Bolter turrets, Flamer turrets, Autocannon turrets and the Multilas turret.


As for HERESY runs, either Space Marines or Adeptas, as they have unique armors/units. However, you can access these as any faction once you do go Chaos - it just takes some more research. There should be transformation options to pump your guardsmen etc full of Heresy and turn them into various Chaos units.

Heretical Inquisition is its own path that can turn a lot of captive Chaos units to your side as well. 

23
40k / Re: [ADDON] ROSIGMA
« on: November 01, 2023, 07:15:39 pm »
ROSIGMA 2.4 is now live.
Grab it here: https://mod.io/g/openxcom/m/rosigma

UPDATE 2.4 NOTES:
Spoiler:
FIXES:
- Fix for Chimera Heavy Bolter Turret not reloading.
- Light Bolter Kraken Ammo Manufacturing to produce the right type of magazine.
- Updated requirements for the Codex articles on the Jove and Dominion boltguns to match newer research requirements.
- Updates to Ripper Pistol Auto-fire stats and damage type.
- Slaanesh Gas Grenade fixes to not operate on a random delay fuse.
- Various updates to Necron scripts
- Updates to the Dodge script.
- Standardize Intelligence Stat (knows your units exact location for this number of turns after spotting). Lowered a few outlier 5-6 int to lower levels. Standard is now:
complete chaff/penitents/soldiers(cultists)/ogryn/brain scooped servitors/mutants =0 int
trained soldiers, sisters = 1-2
basic CSM = 2
officers 3-4
and a few high end daemons/psykers 4-5
- Gave the Mend Wounds Spell a Custom Action Name.
- Fixed some visual errors in half a dozen codex articles.
- Fixed some spelling errors in the Medikit fire-fighting codex.

CHANGES:
- Added a Codex article briefly explaining Vision modes (Light/Darkness, Camo and AntiCamo, HeatVision) and default OXCE toggle keys for vision modes.
- Opened up many Imperial codex articles from game start. Some low tier enemy units also have their codex articles available (although autopsy research can still gather more information). Added new codex sections for Adeptas armors and weapons that are now visible from game start regardless of faction, for any looted gear or rescued units that join up.
- Updated mission tables for the new nurgle, slaanesh and tzeentch mission types. Race lists have also been moved around for the respective mission types and away from using the default ship types unless its undivided or mixed lists. In short: More variety and randomization. Different chaos bases will be popping up from infiltration missions and so on. 
- Outposts and the Training Base have had their defenses improved, with about 8-12 fixed bolter Tarantulas positioned on the gatehouses and overlooking the inner courtyards. The Outpost have had its walkways fortified to an extent, and new passageways and stairs to make it easier to move around the gatehouses and walls. The inner courtyard have had 3 new fortified buildings added with firing points overlooking the courtyard.
- Outposts and Training Base Spawn points have been increased to stop large defending forces from spawning troops out in the wilderness, and to spawn mostly inside rather than on the walls.
- Autocannon turrets accuracy and effective range buffed. Taurox and Chimera variants.
- Annihilator Turret for the Leman Russ power nerfed. BRRRT.
- Standardized Tzeentch Flamer stats.
- Custom Retaliation missions for Tzeentch and Slaanesh, using their respective ship types. This means their lists will not appear on the standard chaos ships going for retaliations, and attacks against their ships will trigger their retaliation missions instead.
- Slaanesh and Tzeentch infiltration missions now create their respective base type rather than the basic chaos one.
- Tzeentch will no longer spawn in the standard chaos base.

ASTARTES:
TO DO: - Buffed Krak properties for Hellfire missile pods. AUX_HOVERTANK_LAUNCHER, AUX_DW_DREAD_LAUNCHER and AUX_CENT_ROCKET. This affects Dreadnoughts, Marine Air Support and Centurion missiles launchers.
TO DO: - Applied Grav-script to Centurion Gravcannon.

INQUISITION:
- StarSquids New Stormtrooper (human) power armor loadout available at ceramite tier. Includes autocannons and meltacutters for breaching duty.
- Inquisition autocannon can use assault cannon ammo types.

NURGLE:
- New Unit: Rotbearer, with art by Brenshar. Weaker version of the Plaguebearer. Integrated in early Nurgle lists, replacing some Midwife slots.
- Added A full set of Nurgle ship types with their own tilesets. 23 in total.
- Added Nurgle mission types, research, harvest, abduction, infiltration, base building, terror, retaliation etc.

TZEENTCH:
- 9 New Ship types based on Jackstraw2323 and Luke83 "Blessed" Ship types and tilesets, blended with tzeentch CHAOS decoration. Very blinged out.
- Tzeentch missions now make use of these new ships.
- New Tzeentch Chaos Base with modified art for the top and bottom levels. Second level not yet implemented. Nothing fancy, mostly color changes to the the standard chaos base. Tzeentch bases will generate tzeentch missions using tzeentch ships.

TYRANIDS:
- New Unit: Hormagaunt, melee grunt of the Tyranids that prefers to zerg the enemy in big numbers and pounce on their targets. Can appear in Space Hulks, and when a group of them have overrun some deserted outpost.

24
40k / Re: [ADDON] ROSIGMA
« on: August 22, 2023, 02:41:15 pm »
Bone 'Eads are tied to:
  - name: STR_BONEHEAD_SURGERY_RESEARCH
    cost: 200
    points: 25
    dependencies:
      - STR_OGRYN_REQUISITION
      - STR_MIDTIER_PREREQ
      - STR_APOC_BAY

So if your strategy got Ogryns they can be made.

We are currently working on some minor fixes and balancing things, as well as spicing up the Outposts defenses.

The Hrud are indeed their Space Skaven selves, and mostly there to provide a mutant/xeno enemy early game. They´re not very tough, but the Nurgle ones can be dangerous.

25
40k / Re: [ADDON] ROSIGMA
« on: August 17, 2023, 09:46:03 am »
UPDATE 2.3 NOW AVAILABLE

Spoiler:
UPDATE 2.3 NOTES:



FIXES:
- Fixed a script issue from 40k that caused STR_GENE_HIVE GSC Hive map base to never spawn. It can now be spawned during the first 7 months of the year with a 25% chance. Several ones can spawn. Once spawned the base will generate GSC related missions at a low frequency.
- Fixed Commands linking and activating the wrong command type and benefits, or no command at all.
- Fixed Hunker Down protection not carrying over into enemy turn.
- Fixed enemies also benefiting from Fix Bayonets.
- Abhuman Strategy can now buy medic carapace for Beastguard as intended.
- Inquisition Multimeltas no longer recoverable/removable.
- Fixed Juggernaut and Valkyrie Leeroy AI issues by removing the ranged aspects of their melee weapons.
- Removed a low object blocking a corridor on certain Space Hulk part 1 maps.
- Solved a glitch with the GIBS system for the non-standard Gretchin spritesheet.
- Fixed some bugs with the Tzeentch corpse system, correct names and reward should now be showing.
- Geoscape silenced Deathwatch and new Crassus craft.
- Added height values and deathSound to &STR_TURRET_DEFAULT that could cause some LOS issues.
- Fixed some multiplication error Kill Token rewards for certain mission types.

CHANGES:
- You now unlock Chaos Path research option by interrogating Alpha Legionnaires.
- Added code infrastructure for shield breaking/penetration traits/tags. Exitus shield breaker rounds now break shields.
- KHORNE:  Made Valkyries slightly better and more aggressive.
- TRAITOR GUARD: Made the Chaos Sentinel Rocket pods different; Incendiary pods are longed ranged. Krak pods have an 8 shot burst.
- TZEENTCH: TZ Inquisitors now have some Tzeentch magic at their disposal, replacing their previous guns.
- Early Tzeentch cultist/mutant lists have been pruned of Blue Horrors and Witches. Still some around in leader roles in certain lists, but their numbers are greatly reduced. Other daemons have taken the terror slot. You should encounter fewer psyker attacks in month 1-2 of fighting Tzeentch as a result.
- Early Tzeentch Traitor Guard lists can now show up for Tzeentch terror missions.
- Updated Tzeentch bird-mutant battlesprite to be closer to its inventory art.
- Basic flamer and incendiary grenades now do some item damage for destroying bodies and other things.
- Tweaked some weapon visual effects.
- Photon grenades use the new grenade standard throw range and TU costs.
- Added movement and aggro sounds for certain units.
- Added infrastructure for Flat and Percentile dodge reduction tags.
- Removed copy pasta from Eldar Grenade.
- Standardization of krak explosives RE: Item and Tile damage.
- Enemies can now surrender if all surviving units are panicking.
- Accuracy 50% penalty added for most weapons that don't have LoS on their targets. Weapons that are meant for indirect fire have a reduced penalty.
- DAEMONS: Standardized Daemon senses to be minimum 40 darkness visibility, 33 heat vision and 5 psi vision.
- Enemy Weapon Tech Levels/Loadouts: First months changed to be exclusively tier 0-1 and then tier 2 starts creeping in for the midgame, late game it's all tier 2-3. Previous setup was like OG X-Com where heavy plasma has a 10% chance of appearing in month 1 and the lowest tech keeps appearing late game. This means a cleaner ramp, easier early game and harder late game. You'll also find plasma weapons rarer in early game (3-6 months).
- Token cost for Orbital Strikes increased from 200 to 400. Monetary cost increased to 1 million.
- Gas (stun) Shotgun shells now ignores 75% armor instead of 40%.

NEW ABILITIES:
- Integrated Filips DIG IN submod for Guard. Most guard units (exception Penitent/Ogryns) get the "Dig In" ability button (top right in the UI). At the cost of 50% of a units TU, this grants them a bonus while KNEELING similar to DODGE, where a FRONT "hit" does no damage if the Dig-In bonus is triggered (50% chance for first "hit"). Follow up hits that trigger the bonus reduces the chance to trigger it by 10%, until it no longer grants the bonus.
- Dig In does NOT protect against melee or rear attacks. The bonus is lost if the unit moves.
- Units that have the ability activated display little sandbags (Red Alert 2 style) when kneeling.

NEW TURRET RELOAD SYSTEM:
- Turrets now have a reload system. Most turret weapons expend the Munitions resource; when this resource is completely exhausted they will require a variable number of turns to reload and restore their Munitions (usually 2 but can be longer; typically higher for more potent weapons). A turret can be reloaded manually with their reload ability which zeroes out their Munitions; useful during a break in the action.

NEW WEAPONS:
- Imperial Navy Auto(gun)carbine: Carbine version of the Hi-Grade Autogun, requires STR_BALLISTIC_WEAPONS_HIGHGRADE.
- Autoshotgun: High-Quality Automatic shotgun, lighter version of a ripper gun. Buyable at the Trade Market.
- Combistub-plasma Pistol: Plasma pistol with underslung stubpistol.
- Heavy Bolter Solar Pattern: Hand-held "light" heavy bolter without a bipod for arbites/guard at Ceramite tier.
- Hybrid Stubber: Kombistubber, heavy stubber + underslung grenade launcher
- Jawsnapper: Powered Knuckles, early powerfist/for normal humans.
- Plasma Rifle Sequana pattern: House Escher Plasma rifle that serves the DMR role. Higher ammo consumption, lower rate of fire but better accuracy at range vs the normal Plasma rifle. 

GUARD:
- Crassus heavy transport craft from 036 integrated, updated speed, refueling and availability values. Available at mid-tier for guard. Can bring 4 large units like the Sentinels.
- Changed the starting Boltpistol (Ceres) to a Light Boltpistol (and ammo).
- Kriegers now have additional psi resistance in proportion to current morale and higher low end recruit Bravery.
- Kriegers starting max strength and training cap upped to match normal guardsmen (+5/+10).
- Kriegers now get higher initial Bravery and all Krieg armor types get Krieger Mind Control resistance as they should.
- Mortar nerfed; reload TU cost increased to 30% up from 15%. Firing TU cost increased to 55% up from 35%. Gets nifty loading sound.
- Officer promotion now requires "Battle Tested" (1 month service, 3 missions, 1 kill) commendation and bravery 50+. Token cost raised to 200.
- Other commendations updated to require ENEMY kills rather than... any kills.
- Battle Cannon will no longer reaction fire (partially a nerf, and partially to keep you from blasting your own dudes in the way).
- New Cybernetic Bone 'ead Ogryn armors (see bellow for details).
- Abhuman Strategy now have access to Veteran promotions for any rescued guardsmen at mid-tier + their Officers.
- Abhuman Strategy now have access to Penal Troops.
- Beastman infection/corruption resistance reduced from 50% to 33%, but now have 33% faster wound recovery time.
- Felinid Flak/Medic and Carapace armors TU nerf reduced.
- Psyker Token Cost increased from 120 to 500.
- Veteran promotion Token Cost decreased to 50 from 60, buying a new Veteran costs 100 and 150k cash now to make it more rewarding to train and promote your own guardsmen.
- No more free Honor Tokens just for researching Psyker Requisiton.
- Added Harakoni Jump Carapace armor
- Added Carapace Scanner Armor with improved night vision and motion detection.

ADVANCED CHIMERAS/LEMAN RUSS
- Initial integration of Filips Advanced Chimeras submod. Only applies to standard Guard Chimera convoys and the Tank Convoy.
- Note: Does not include rear doors (due to normal AI not being able to handle them).
- Note: Used the new turret reload system, so the sponsons are not as powerful as in the submod.
- Chimeras now have a working front sponson bolter that can be destroyed.
- Chimeras now default to a gun-less turret type and can be outfitted with a number of different turret types. You buy and equip (in the craft item inventory) different turret types. Multilaser, Heavy Bolter, Battlecannon Chimedon, Heavy Flamer and autocannons are the current turret types. If the turret is destroyed in mission, you lose it (cash loss! and a reason to not camp too hard inside your transports).
- Note: All such turrets will show up in end mission stats as "Equipment/Allies of Man Lost" for 0 score even if they aren ot destroyed.
- Leman Russ now have side sponsons (heavy bolters, heavy flamers or heavy meltas) and a front sponson (lascannon or heavy bolter).
- Leman Russ can now swap its main turret type between Battlecannon, Twin lascannon, Punisher Cannon and Heavy Plasma (the later two restricted to ceramite+ tech).
- The Twin Lascannon power output has been standardized to other mounted lascannons vs the submods higher value.
- As all the new sponsons add a lot of firepower and additional targets for the AI to focus down, the armor/health values of the sponsons have been reduced from Turret Level to be easier for the enemies to destroy.

BONE'EAD OGRYN
1. Added Bone'ead Sergeants. These are Ogryn squad leaders and provide 4 Ogryn specific buffs with targeting similar to the Commissar's Inspire. The power of these buffs scales with the Bonehead's Bravery and Devotion:
Get Em!: Improves the target's Strength and Melee Accuracy until the start of your next turn.
Gotta Go Fast!: Reduces by up to 50% the Energy and TU required to move into a tile until the start of your next turn.
Getta Grip!: Restores Morale and may increase the target's Bravery until the start of your next turn.
Shrug It Off!: Removes Fatal Wounds and grants % damage reduction until the start of your next turn. Effectiveness scales with target's Morale.
2. An Ogryn must be Battle Tested and have 50+ Bravery and 30+ Psi Strength to be a viable candidate for the BONE Surgery. This Surgery takes 1 week to complete. An Apothecary Bay facility is needed at the base where the surgery is to be performed.
3. The Bonehead Surgery requires Mid Tier Guardsmen, Apothecary Bay, Ogryn Requisition, Imperial Guard Operations.
Ogryn Bonehead surgery requires the Veteran commendation instead of merely Battle Tested.
4. Added some TU damage scaling to the Ogryn Slab Shield to reflect its stopping power/disorientation it imposes.

FELINIDS Armor Expansion
- Added Felinid versions of the new Scanner/Auspex Carapace, Advanced (light) Carapace/Medic, Close Assault Armor and Powered Armor. The Felinid Assault armor comes with integral frenzon inhaler combat drugs and disruption field gauntlets (power claws) to rip into armored targets in melee.

SQUATS:
- Stun recovery scales with current Energy and current Health.
- Energy recovery  scales with current Health.
- Squats now have mid level resistance to GSC infection.
- Squats now have halved wound recovery time.
- Squat Health and Stamina training maximums improved.
- Squats now yield +1 command point.
- Added TU, Stamina and Reaction penalties to Medic variants of armor.

IMPROVED PSYKERS
- Biomancers now have passive regeneration that scales with Psi, bonuses to Health, Stamina and Strength, carapace level natural armor. Mend Wounds changed to Mend/Inflict Wounds. Heals friendlies of health, stamina, stun and wounds and does the opposite to enemies, opposed by PsiDefense. Cannot heal friendlies above half of maximum HP.
- Diviners now have 40/40 normal and night vision, 25 anti camo, 10 psi vision, +30 Firing, Melee and +60 Reactions and 1x 100% dodge.
- Telepaths now have 15 anti camo, 5 psi vision, +15 Firing, Melee and +30 Reactions and 1x 50% dodge.
- Thunderclap balancing: Decreased armor penetration from 75% to 60%, changed damage scaling from PsiStrength to Psi * 0.001. Increase cast cost by +5 Stun and +5 Morale.

VINDICARE:
1. Vindicare ammo is now made in bundles of 5, is more expensive and requires 20 Honor Tokens per batch.  Requires 200 man hours per batch up from 100.
2. Vindicare starting min/max, cap, training stats all increased substantially (this is a Temple Assassin).
3. Vindicare monthly salary/upkeep cost increased to 500k
5. Vindicare recruitment cost increased to 2 mil, and 1500 Honor.
7. Vindicare Assassin now has 50% dodge with 4 dodges; he's a proper temple assassin with Invul 4+.
8. Exitus Rifle has 100% dodge reduction; no one can dodge a Vindicare.
9. Added Infiltrator mechanics and code infrastructure to the game. Currently only the Vindicare has this ability (will be expanded later). Infiltrating units will not be detected by enemy units for 2 turns, or until they attack, and can re-enter stealth after achieving 6 kills.

ARBITES:
- Integrated Arbites version of the Crassus 35-slot heavy transport from 036.

DEATHWATCH:
- Fixed repair/refuel rates of some Deathwatch craft.
- Updated Deathwatch Thunderhawk to mid-tier.
- Updated Deathwatch Landraider convoy to ceramite-tier.
- DW Dreadnoughts now Buildable. 300 Honor points and require 10 Ceramite.

THE SKAVEN OF OLD HRUD
- Added 7 new enemy units based on the (Skaven version) Hrud. They are a squishy enemy with high reactions and very good nightvision. They use a myriad of common imperial and tainted weapons, improvised explosives and pipebombs. At late tech levels their Stormvermins can wield some weak plasma-like energy weapons.
- Hrud warriors and Armored Hrud. Squishy, cowardly and low accuracy. Found in early months of the game.
- Hrud Snipers, stealthy and armed with Long rifles, they are the real threat in most Hrud groups.
- Hrud Verminkin and Festerkin. Nurgle cultists, have a little more HP than their common kin. Wields Nurgle weapons.
- Vermin Plague Monks, mutated creatures who wield low level Nurgle warp magic.
- Stormvermin and Fangleaders. The elite of the Hrud, with carapace armor and better statlines. Favors close combat weapons and are more aggressive.
- Hrud have their own GIB animation.
- Hurd are sometimes allied with, or used as mercenaries, with chaos cults and traitor guard.
- Hrud appear in the first half of the year, either mixed or in their own formations. They'll try to loot Imperial armories, exploit riots and even be crawling through Space Hulks.

NECRONS
- Standardized Necron stats; Deathmarks now have high aim like they're supposed to.
- Necron Scarabs spawning from Necron grenades have 75% of max TUs up from 25% so they're actually dangerous.
- Necron Gauss Reaper weapon added. A CQC Assault weapon utilized by Necron Warriors.
- Increased Necron Immortal stats to be more tabletop appropriate.

NURGLE
- NURGLE: Several plague weapons now do less infection damage in exchange  for improved debuffs/armor ablation.
- Early Nurgle cult lists pruned of Plaguebearers and the ratio of normal pox zombies increased vs boomers. This will make month 1-2 encounters easier as a result.
- Added (human) Plague Monks. They have not yet recieved the blessings of the Horned rat but knows some nurgle sorcery.
- Added Verminkin, Festerkin and Vermin Plague Monks blessed by papa Nurgle to certain Nurgle cult lists.

GENESTEALER CULT:
- Added new Acolyte Hybrids enemy variants & Leader, new battlesprites and inventory art. Mixed into existing mid-late game GSC lists. They are tough (high hp/mid armor), fast, have a special melee grapple attack and use a variety of civilian/imperial weapons.

can one access all new IG features when playing any strategy or Beastguard is the best choice?

The Advanced Chimeras and Leman Russ is a main Guard Strategy feature for now. Doesn't apply to the Light Chimeras yet.

There's optional .map files to provide doors to the light chimeras, standard chimeras, tank convoy and the Crassus on the discord. We didn't include them due to the normal AI not knowing how to handle doors, but if playing with Brutal AI they can be used to even the odds.

There's a known bug with the Chimera twin heavy bolter turret not reloading, it's been fixed in the dev version for the next update.


26
40k / Re: [ADDON] ROSIGMA
« on: July 07, 2023, 11:13:59 am »
Space Hulks are unchanged since previous versions and the Genestealers showing up after turn 14+ is how its been for quite a while now.

Hence gotta go fast, or setup a solid kill zone and kill 'em all (takes a while).

27
40k / Re: [ADDON] ROSIGMA
« on: July 03, 2023, 04:13:40 pm »
UPDATE 2.2 NOW AVAILABLE

https://mod.io/g/openxcom/m/rosigma

SpoilerUPDATE 2.2A NOTES:
UPDATE 2.2A NOTES:

FIXES:
- Crash Fix: Missing INDUSTRIALURBANCULT31M.RMP.
- Crash Fix: Live Alien capture set for STR_TZEENTCH_ZEALOT_THRALL_RITUALIST
- Adjusted mini unit preview art for Inquisition storm troopers that had part of the white border visible.
- Enabled the new Craft Bolter Ammo (same as bike twin-linked heavy bolter ammo) and removed the old version to match 035.
- Set several vanilla Chaos Marines to 1 psiSkill, to avoid them getting vanilla OXCE values.
- Change two slaanesh scouts to appear as mediums instead of small on radar reports. Various other size upgrades on radar return for other UFO/Crafts.
- Scion Officer Carapace ufopedia fix.
- PDF Flak Armor appearing everywhere fix
- Female Imperial PDF now with different inventory sprite from the male version.
- Added Deathwatch variant armors to personal_lights.rul so they don't glow in the dark.
- Added resistances to Tzeentch magic to their own armors.
- Some GFX improvements for Tzeentch faction abilities.
- Removed voice line 3816 when moving male Scions, which would play 1 minute of voice clips.
- TU carry over script updated for temp over to_time (halved %), stun-lock incidents should now be greatly reduced.
- Added missing RandomType+FireBlastCalc to Redeemer Shells and LB Inferno Ammo
- Moved some chaos weapons into the chaos -pedia category (previously under weapons and equipment).

CHANGES:
- TEST: Visual Indicator of hits. Units flash red if they've taken health damage, or white if they've only taken armor damage. The more intense the red flash, the greater the damage dealt.
- Added more mission types to the starting month script to increase variation of enemy lists encountered (not just normal cult/tzeentch cult).
- Removed promethium cost from HB_clip, makes existance more tolerable for Grey Knights.
- Faster Rhino refuel rate so it doesn't take 3 days to refuel.
- Vostroya Autofire reduced to 2 shots, but made more accurate.
- (Heavy) Lascannons reload speed standardized to 30 TU (slow to reload).
- More bolters have access to Kraken and Metal Storm rounds.
- Ultra Pattern Boltgun (available in the trade outpost) improved to be inbetween normal and mastercrafted pattern.
- ENEMY BASES: The bigger the base, the bigger the reward for destroying it, and the greater the penalty for aborting. Abort penalties are half the point rewards. Abort penalties are meant to counter base farming.
- Penalties for enemy Bases operating around the world updated (was already a thing, but weaker):
Bases now penalize score per day equal to X^2 where X is equal to their base level, capping at -20 per day.

Level 1 Base: -1 point per day
Level 2 Base: -4 points per day
Level 3 Base: -8 points per day
Level 4 Base: -16 points per day
Level 5 Base: -20 points per day
CSM and Necron bases count as being level 4. This is meant to feature base proliferation as a soft lose condition.

- Grenade changes: Smoke, Frag, Phosphor, Melta, Hologram, Eldar and Krak grenades made slightly lighter (-1 weight from previously) and cheaper to prime and throw. Frags and kraks can be primed and thrown in the same turn (30-40% TU cost per action). For frags, 60% of TU cost instead of 80% previously. Proximity and Krak grenades cost 70% of TU. Heavier grenades cost 10% more TU to throw and the Melta bomb costs 80% TU to prime and throw.
- Sound-effects added to indicate priming/unprimed grenades.
- Lighter weight means they can be tossed their maximum distance by lower strength units.
- Frag grenades now do less item damage (-75%).
- 40mm launched melta grenades preArmor damage improved. 50% of 90 power in armor damage.

ADEPTAS:
- Adapted Adeptas Sentinel variants for Drop Pod use (less prone to seriously injuring the pilot on drop).
- Melta-lance Sentinel improved. Slightly better armor and better attack range (harmony beamer melta type).
- Arche Sniper Rifle max range 35 removed.
- Stormbolter Turrets for Adeptas Drop Pods.
- Lead by Example nerfed; no longer provides healing and has a stun cost. Fixed some bugs with it.
- Dominion Strategy Adeptas can now requisition Inquisitorial Stormtroopers.
- Mid-tier Light Bolters Mephisto and Hellspite can now use Elohim AP bolter rounds.
- Added ammo-crafting recipes.
- The Dominion Power Axe and Zweihänder now does plasma damage-type like other power weapons.
- Adeptas Spirit of the Martyr miracle now removes all corruption/infection damage.
- Adeptas Thunderbolt accuracy improved.

ASTARTES:
- Stormbolter Turrets for Drop Pods.
- Fixed some bugs with Marine faster healing.
- Some general Thunderbolt stat standardization as all factions.

INQUISITION:
- Cost of Inq Stormtrooper requisition increased from $100000 to $250000 and from 120 Honor to 150 Honor.
- Inq Stormtroopers are now droppod compatible.
- Xiphon given 1 armor, 5 dodge, 5 hit bonus and repair rates on par with other basic interceptors; less speedy and maneuverable but more accurate.
- Greyknight armor given immunity to psi-attacks and infection.

DEATHWATCH:
- Tweaks to resist and zombiechance.
- Adjusted Inventory slots for DW Devastator Armor.
- Enabled MK7 Apothecary armor for DW.

GUARD:
- Officer's Sword Inspire ability now has a significant Stun cost and has a slight increase to its morale cost. Minor devotion scaling added.

NECRON:
- Gave the two new Necron units in 035 relevant Necron script tags and dodge values for the Scarabs (Still flimsy).
- Necron Scarabs now self-destruct when destroyed in a powerful fragmentation explosion.
- Lychguard Dispersion Shield now has snap shot mode for improved reaction fire.

TZEENTCH:
- Tuned down PsiSkill values for low tier cultist members and blue horrors, witches and cult leaders/commanders are the primary psi-threat.
- Blue Fire made less direct damaging and more debuffing.

Available, Chill Mode files (see the discord):
- Delayed enemy item tech level progression to 24 months instead of default 12 months.
- Changed enemy races scaling to a 24 month cycle. 1: -> 2:, 2-> 4:, 3:-> 6: etc. Shift everything but month 0 entry.
- Set enemy count to 75% or so by lowering alienDeployments numbers and slightly lowered mission generation frequency from enemy bases.
- Disabled Hard Mode trigger for all player factions.

28
40k / Re: [ADDON] ROSIGMA
« on: July 03, 2023, 04:12:25 pm »
Might have to look into giving GUARD_AND_ARBITES to the psyker-related research topic(s) for that one. Probably restricted to guard right now.

29
40k / Re: [ADDON] ROSIGMA
« on: June 03, 2023, 03:58:47 pm »
EleriumWard: Probably a folder/installation issue.

Nosferator: You can always keep an outpost or secondary base around where you send the leftover guardsmen to "help" defend.

30
40k / Re: [ADDON] ROSIGMA
« on: May 17, 2023, 05:15:36 pm »
And for the new page, summary of update 2.2 from last page.

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