Author Topic: [ADDON] ROSIGMA  (Read 55494 times)

Offline Scamps

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Re: [ADDON] ROSIGMA
« Reply #315 on: March 09, 2023, 03:42:25 am »
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Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #316 on: March 09, 2023, 08:51:43 am »
Language\en-US.yml

Thank you very much!

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #317 on: March 16, 2023, 01:17:17 am »
Dear all,

now that I did play the game/mod for each fraction

I think here are some improvements,

as the GSC webber weapons are to be used only when found /no possibility to produce it/
I am maybe HARSH but I would do the same with the Keler gun...I would make the ammo available at
trade post but not the gun (same for the Webber - gun only by capture..ammo at the trade place)


speaking of Arbites, I would add the feature from FMP to recover Armor from the enemy (in FMP it was the MiB armor) in 40k the Arbites could "recover" GSC Armor (Arbitor and Warden armors - like I made it run LOL)

as in the trading post the Vostroya Lasgun can be bought by every faction...I would unlock Hotshot ammo to all
and I would give shotpistol and advanced autogunpistol to all factions

I would give the personal shield option to all faction (disable it only for Penitents, Ogryns and Repentias and SM)
and I would add to the game the promote Arbites Troopers to Arbitor (Judge) option (I did it as a combo of Veteran+Long service)

also I unlocked Bionics to all factions (not available to penitents, ogryns, or Astartes)

just to mention a few that are easy to be implemented
« Last Edit: March 16, 2023, 01:19:27 am by Simi822 »

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #318 on: March 17, 2023, 12:03:52 pm »
The Liberator Autostubber is available if you research a captured variant. Does require Ceramite research too however, it's a late game gun.

The 2.1 Beta is now undergoing testing, full release will be available soonish unless something big creeps up.

Spoiler UPDATE 2.1 BETA NOTES:
UPDATE 2.1 BETA NOTES:
**Requires OXCE 7.8. Works with 40k 034**

FIX:
- Removed redundant orbital strike handsprite.
- Hangar Requirement Issue for Outposts
- Holographic Guardsmen are now immune to zombification.
- Wallfix, URBAN04.MAP
- Ammo sell cost update to fix a INFINITE MONEY exploit. Melta Ammo now less lucrative to mass produce. Trade goods profitabiltiy improved instead (outpost).
- Support Servitor, Chimedon, Castigator, Exorcist and Damocles turret energy regen fix
- Adeptas autogun melee sound and animation now reference the correct index.
- Tarantula turrets can now no longer run around all willy nilly.
- Added Missing Kill Token rewards for Deathskulls Orks and the basic Ork Boy.

QUALITY OF LIFE:
- Streamlining of Guard armors in the store for Abhuman units using Flak/Carapace. Buy one type of armor and units equipping these armors will switch to the appropriate version depending on unit type. Reduces store clutter.
- Changed craft carrying capacity for HWPs, now using the more specific maxLargeUnits: function of OXCE instead of "Vehicles".
- Translatable script messages
- Improved Heavy Weapon Toolkit description
- Manufacture Categories implemented for many manufacturing projects.
- Valkia corpse naming clarified vs live captures.

GRAPHICS:
- Edited the RED palette to be more saturated at brighter values (top 8 or so). This means less pink Blood Angels, and more bloody gore!
- GIBS proof of concept for overkilling guardsmen with physical weapons. Splat! Limited to Flak Guardsmen right now. Expanded GIBS also include getting Necron Flayed and BBQ'd by Flamer weapons, leaving a nice ash pile.
- Added particle trails to Nurgle spit/puke and spewer attacks.
- More HEAT adjusting bigObs added for various plasma weapons.
- Various handOB fixes/improvements.

BALANCE/MECHANICS:
- Hologram Grenades can now be batch produced for 10 killpoint tokens per grenade (batches of 10).
- Infection Rebalance, Reduced the insta-zombification chance of most things across the board further.
- Slightly reduced the infection removal amount of the medikit heal function; now 5/10/20 instead of 10/20/30 for research levels 1 to 3.
- Added faction attribution to infection; units that succumb to player caused infection/corruption don't spawn hostile units.
- Slightly rebalanced several infection causing weapons; most notably gave the Plague Spewer weapon a snap shot.
- Devotion now affords protection from Chaos corruption/infection at a rate of 1% resistance per 2 points of Devotion above 50.
- Added rapid morale recovery for manned turret armors.
- Trading Outpost's trade goods now yield 10% profit rather than 5%.
- Lascannons now do gaussian damage rather than 50-200%.
- Large lascannon charge reduced to 5 shots down from 10.
- Tarantula turret base tiles added for Defense Corridor.
- The Arvus is replaced by FAT ARVUS. Cousin of Arvus and formerly in the Italian Mob, Fat Arvus can carry 24 soldiers/4 2x2 units. Arbites, Sisters and Inquisition can use the Fat Arvus.
- Munitorium ammo piles health increased to 100. Will now die slightly slower to random hits. Also made infection immune.
- Standardized Shotgun buckshot to have extra Time, Energy and Stun damage.
- Standardized most fragmentation, krak, photon and phosphorous rounds.
- Frag, Krak, Phosphor and Photon grenade costs made sane.
- Normalized the heavy frag missile to the new standard frag munition conventions (debuff modifiers).
- Added Gaussian random type to many low fire rate lascannon style weapons (tl;dr less whiffing when hitting).

CODEX:
- QoL: Made Nurgle Cultists give another interrogation for free when interrogated.
- QoL: Made several Chaos commanders/leader give another interrogation research topic for free once researched.
- New Article for Pump Action Shotgun.
- QoL: Added information about Corruption/Infection mechanics to the Codex under the Help section.
- QoL: Made varius Adeptas armor codex articles available from the start when playing as Adeptas (varies by strategy, but possible to get certain armors early vs when you can buy/build them.)
- Split Ork Kommandoz articles and created a new one for the Sniper variant. They share autopsy and corpse.
- Death Skulls research topics linked to Codex articles added.

ARBITES:
- New Pilot armor/unit.
- Moved Light Taurox to Mid-tier, Manticore to Ceramite tier.
- Arbites Taurox Turret gets more shots
- Small buff to Enforcer Heavy Armor (and Shield version) front and side armor (+5).
- Arbites can now produce same drum ammo as guard can (shared weapons).
- Expanded PAINT IT BLACK, formerly green guard weapons are repainted into Arbites grey/black when used by Arbites.

ADEPTAS:
- FIX: Moved Commandery/Landraider convoy to ceramite tier repentia
- Bloody Rose armor option now have unique (and very red) Inventory sprites. Bullying Leflair to sprite harder works.

ELDAR:
- Alliance mechanic now available to Guard as well as Arbites.

GUARD:
- Tauros 2x2 unit assets and armor code. Heavy flamer and heavy stubber options.
- Ogryns now have a basic default carapace armor that doesn't require manufacture. Manufactured Carapace rebranded as 'Reinforced'; most manufactured Ogryn armor given slightly better protection at the cost of more weight.
- Ogryns given 33% infection resistance.
- Chimera speed increased to 150 from 120.
- Commissars have improved Psi Defence: 50% of Psi Skill (100% for Lord Commissar) + 100% of their current Morale. Commissars also have 33% Intimidation resistance (50% for Lord Commissars).
- Added Ripper Gun armor piercing flechette rounds; intended to make ripper guns more viable vs mid-late game armor. Unlocked for purchase and manufacture via Ogryn Requisition + Mid-tier Guardsman research.
- Added manufacturing recipes for Ripper Guns, Ripper Gun Munitions and Mortar Rounds.
- Frag Mortar ammo added.

INQUISITION:
- FIX: Requirement for Corvus updated for inquisition use.
- FIX: Requesting Arbites Judge support now unlocks the bike bolter ammo.

ORKS:
- Added Bad Moons Ork race tag for relevant units.
- Added Death Skull research topics (interrogation/corpses).
- Deathskulls Mekboyz added to Deathskulls lists. An enemy leader, it is armored with a Shokk Attakk gun that teleports Gretchins (inside you).
- Weirdboyz have visited the spa and gotten their legs cleaned up, new baby smooth skin inventory art.
- Added Bad Moon Mekboy Codex+art.
- Added Kommandoz Sniper battlesprite and inventory art+codex article. They now have their own armor with slightly less front armor and 10% greater fire weakness.
- Added Bad Moons Ork Boyz, Big 'Uns and Nobz. Slightly better armored and ranged focused (worse melee) than the Evil Sunz boyz, they'll hang back more. For now they've taken the Evil Sunz Ork Boyz place in the mid-tier Ork lists. Big 'Uns and Nobz are better armored and got even bigger guns, but similar role.
- Added Bad Moons Snazzy Shootas, equivalent to High-Grade Imperial guns, they currently come in 3 versions. A more accurate Shoota, a Kombi-Rokkit and a Kombi-Blasta (plasma pistol) variant. Bad Moons Boyz, Big 'Uns and Mekboyz uses the various versions to provide more of a mid and late game challenge once encountered.
- Created a mid tier Evil Sunz list, removed the Deffkopter from the Early Tier ork list (also Evil Sunz weighted).
- Added but not implemented fully yet, inventory sprites for:
Blood Axes Ork Boyz, Big 'Uns, Nobz, Kommandoz, Stormboyz and Meganobz.
Goffs Boyz, Big 'Uns.
- Expanded Ork Clan race lists and mixed lists will be implemented as we get these into the mod.

KHORNE:
- Expanded Khorne rampage and intimidation mechanics for units like Warptalons, Valkia, Daemons and Berzerkers. Intimidation = "Terrify". Khorne weapons updated for the mechanic. A character that is totally demoralized will take any overbleed as stun damage then stun overbleed is taken as health damage.
- Added resistance mechanics for intimidation.
- Juggernauts now have the Khorne rampage mechanics, heightened aggression and Psi Vision to aid them with their hunt. They now have heightened TUs, stamina and stamina recovery to match their distinction as a Khorne steed.

TZEENTCH:
- Tzeentch spell tweaks for Flamer and Glimmering One.
- Tzeentch casters now tend to use spells in lieu of guns; taste the Warpfire rainbow.
- More Tzeentch Spells added to Daemons and sorcerers. 

NURGLE:
-  Throw range for Nurgle spawner grenades capped at 20.
-  Reduced infection ratio on some Nurgle grenades.
-  Infection damage capped to a unit's maximum health; this generally means weaker units cannot spawn more powerful daemons when they succumb to infection/corruption. Low health units like guardsmen will instead turn into weaker poxwalkers, thralls and gimps.

Check the notes for fixes for issues you've run into, or if we've missed something.

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #319 on: March 17, 2023, 08:12:10 pm »
the Heavy Enforcer with shield looks a bit wierd...we holds the weapon in the same hand as the shield /here equipped a shotpistol/
the Troopers with shield look now good

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #320 on: March 18, 2023, 02:26:12 pm »
Old issue from vanilla 40k battlesprite sheet with shield being on the wrong hand.

Offline Nosferator

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Re: [ADDON] ROSIGMA
« Reply #321 on: March 23, 2023, 05:49:45 am »
Nurglings have become ducklings! I was "lucky" and the first ship I shot down was infected with Nurgle's corruption. And of course there were my favorite zombies. At the moment of landing, there was some kind of cultist next to my Rhinos, who turned into a zombie after death. The zombie died quickly. To my surprise, there were two corpses. One of them weighed 3 kilograms and behaved like an explosive. Unfortunately, it was impossible to simply throw him with the powers of a mortal person (600 action points is a lot). I made the decision to carry off the dangerous corpse with my most useless novice. However, after the explosion, Nurgling appeared and began to think that the Novice was his mother. So, now I have an allied duckling. What should I do about it? By the way, many thanks to those people who extended the timer for the explosion.
Edit: No thanks for you at all. I think it was the sloth zombee :) Other explode normaly....
« Last Edit: March 23, 2023, 07:48:52 am by Nosferator »

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #322 on: March 23, 2023, 01:04:51 pm »
Version 2.1 is now out of beta and live on the mod.io. Grab it in the usual place.

ROSIGMA 2.1 - Patch Notes (2023-03-23)

Spoiler2.1 Full Release Notes:
UPDATE 2.1 NOTES:
**Requires OXCE 7.8. Works with 40k 034**

FIX:
- Removed redundant orbital strike handsprite.
- Hangar Requirement Issue for Outposts preventing buying of craft at outposts.
- Holographic Guardsmen are now immune to zombification.
- Wallfix, URBAN04.MAP
- Ammo sell cost update to fix a INFINITE MONEY exploit. Melta Ammo now less lucrative to mass produce. Trade goods profitabiltiy improved instead (outpost).
- Support Servitor, Chimedon, Castigator, Exorcist and Damocles turret energy regen fix.
- Adeptas autogun melee sound and animation now reference the correct index.
- Tarantula turrets can now no longer run around all willy nilly.
- Added Missing Kill Token rewards for Deathskulls Orks and the basic Ork Boy.
- Made the main menu art palette compatible with all submenus.

QUALITY OF LIFE:
- Streamlining of Guard armors in the store for Abhuman units using Flak/Carapace. Buy one type of armor and units equipping these armors will switch to the appropriate version depending on unit type. Reduces store clutter.
- Changed craft carrying capacity for HWPs, now using the more specific maxLargeUnits: function of OXCE instead of "Vehicles".
- Translatable script messages
- Improved Heavy Weapon Toolkit description
- Manufacture Categories implemented for many manufacturing projects.
- Valkia corpse naming clarified vs live captures.

GRAPHICS:
- Edited the RED palette to be more saturated at brighter values (top 8 or so). This means less pink Blood Angels, and more bloody gore!
- GIBS proof of concept for overkilling guardsmen with physical weapons. Splat! Limited to Flak Guardsmen right now. Expanded GIBS also include getting Necron Flayed and BBQ'd by Flamer weapons, leaving a nice ash pile.
- Added particle trails to Nurgle spit/puke and spewer attacks.
- More HEAT adjusting bigObs added for various plasma weapons.
- Various handOB fixes/improvements.

BALANCE/MECHANICS:
- Hologram Grenades can now be batch produced for 10 killpoint tokens per grenade (batches of 10).
- Infection Rebalance, Reduced the insta-zombification chance of most things across the board further.
- Slightly reduced the infection removal amount of the medikit heal function; now 5/10/20 instead of 10/20/30 for research levels 1 to 3.
- Added faction attribution to infection; units that succumb to player caused infection/corruption don't spawn hostile units.
- Slightly rebalanced several infection causing weapons; most notably gave the Plague Spewer weapon a snap shot.
- Friendly infected/corrupted units the player kills with "friendly" fire will grant the Emperor's Mercy; they will not turn into daemons on death.
- Devotion now affords protection from Chaos corruption/infection at a rate of 1% resistance per 2 points of Devotion above 50.
- Added rapid morale recovery for manned turret armors.
- Trading Outpost's trade goods now yield 10% profit rather than 5%.
- Lascannons now do gaussian damage rather than 50-200%.
- Large lascannon charge reduced to 5 shots down from 10.
- Tarantula turret base tiles added for Defense Corridor.
- Munitorium ammo piles health increased to 100. Will now die slightly slower to random hits. Also made infection immune.
- Standardized Shotgun buckshot to have extra Time, Energy and Stun damage.
- Standardized most fragmentation, krak, photon and phosphorous rounds.
- Frag, Krak, Phosphor and Photon grenade costs made sane.
- Normalized the heavy frag missile to the new standard frag munition conventions (debuff modifiers).
- Added Gaussian random type to many low fire rate lascannon style weapons (tl;dr less whiffing when hitting).

CODEX:
- QoL: Made Nurgle Cultists give another interrogation for free when interrogated.
- QoL: Made several Chaos commanders/leader give another interrogation research topic for free once researched.
- New Article for Pump Action Shotgun.
- QoL: Added information about Corruption/Infection mechanics to the Codex under the Help section.
- QoL: Made various Adeptas armor codex articles available from the start when playing as Adeptas (varies by strategy, but possible to get certain armors early vs when you can buy/build them.)
- Split Ork Kommandoz articles and created a new one for the Sniper variant. They share autopsy and corpse.
- Death Skulls research topics linked to Codex articles added.

ARBITES:
- New Pilot armor/unit.
- Moved Light Taurox to Mid-tier, Manticore to Ceramite tier.
- Arbites Taurox Turret gets more shots.
- Small buff to Enforcer Heavy Armor (and Shield version) front and side armor (+5).
- Arbites can now produce same drum ammo as guard can (shared weapons).
- Expanded PAINT IT BLACK, formerly green guard weapons are repainted into Arbites grey/black when used by Arbites.
- The Arbites Arvus is replaced by FAT ARVUS. Cousin of Little Arvus and formerly in the Italian Mob, Fat Arvus can carry 24 soldiers/4 2x2 units.

ADEPTAS:
- FIX: Moved Commandery/Landraider convoy to ceramite tier repentia
- Bloody Rose armor option now have unique (and very red) Inventory sprites. Bullying Leflair to sprite harder works.

ELDAR:
- Alliance mechanic now available to Guard as well as Arbites.

GUARD:
- Tauros 2x2 unit assets and armor code. Heavy flamer and heavy stubber options.
- Ogryns now have a basic default carapace armor that doesn't require manufacture. Manufactured Carapace rebranded as 'Reinforced'; most manufactured Ogryn armor given slightly better protection at the cost of more weight.
- Ogryns given 33% infection resistance.
- Chimera speed increased to 150 from 120.
- Commissars have improved Psi Defence: 50% of Psi Skill (100% for Lord Commissar) + 100% of their current Morale. Commissars also have 33% Intimidation resistance (50% for Lord Commissars).
- Added Ripper Gun armor piercing flechette rounds; intended to make ripper guns more viable vs mid-late game armor. Unlocked for purchase and manufacture via Ogryn Requisition + Mid-tier Guardsman research.
- Added manufacturing recipes for Ripper Guns, Ripper Gun Munitions and Mortar Rounds.
- Frag Mortar ammo added.

INQUISITION:
- FIX: Requirement for Corvus updated for inquisition use.
- FIX: Requesting Arbites Judge support now unlocks the bike bolter ammo.

ORKS:
- Added Bad Moons Ork race tag for relevant units.
- Added Death Skull research topics (interrogation/corpses).
- Deathskulls Big Mek added to Deathskulls lists. An enemy leader, it is armored with a Shokk Attakk gun that teleports Gretchins (inside you).
- Weirdboyz have visited the spa and gotten their legs cleaned up, new baby smooth skin inventory art.
- Added Bad Moon Mekboy Codex+art.
- Added Kommandoz Sniper battlesprite and inventory art+codex article. They now have their own armor with slightly less front armor and 10% greater fire weakness.
- Added Bad Moons Ork Boyz, Big 'Uns and Nobz. Slightly better armored and ranged focused (worse melee) than the Evil Sunz boyz, they'll hang back more. For now they've taken the Evil Sunz Ork Boyz place in the mid-tier Ork lists. Big 'Uns and Nobz are better armored and got even bigger guns, but similar role.
- Added Bad Moons Snazzy Shootas, equivalent to High-Grade Imperial guns, they currently come in 3 versions. A more accurate Shoota, a Kombi-Rokkit and a Kombi-Blasta (plasma pistol) variant. Bad Moons Boyz, Big 'Uns and Mekboyz uses the various versions to provide more of a mid and late game challenge once encountered.
- Created a mid tier Evil Sunz list, removed the Deffkopter from the Early Tier ork list (also Evil Sunz weighted).
- Added but not implemented fully yet, inventory sprites for:
Blood Axes Ork Boyz, Big 'Uns, Nobz, Kommandoz, Stormboyz and Meganobz.
Goffs Boyz, Big 'Uns.
- Expanded Ork Clan race lists and mixed lists will be implemented as we get these into the mod.

KHORNE:
- Expanded Khorne rampage and intimidation mechanics for units like Warptalons, Valkia, Daemons and Berzerkers. Intimidation = "Terrify". Khorne weapons updated for the mechanic. A character that is totally demoralized will take any overbleed as stun damage then stun overbleed is taken as health damage.
- Added resistance mechanics for intimidation.
- Juggernauts now have the Khorne rampage mechanics, heightened aggression and Psi Vision to aid them with their hunt. They now have heightened TUs, stamina and stamina recovery to match their distinction as a Khorne steed.

TZEENTCH:
- Tzeentch spell tweaks for Flamer and Glimmering One.
- Tzeentch casters now tend to use spells in lieu of guns; taste the Warpfire rainbow.
- More Tzeentch Spells added to Daemons and sorcerers. 

NURGLE:
-  Throw range for Nurgle spawner grenades capped at 20.
-  Reduced infection ratio on some Nurgle grenades.
-  Infection damage capped to a unit's maximum health; this generally means weaker units cannot spawn more powerful daemons when they succumb to infection/corruption. Low health units like guardsmen will instead turn into weaker poxwalkers, thralls and gimps.
« Last Edit: March 23, 2023, 01:07:42 pm by Leflair »

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #323 on: March 23, 2023, 11:29:07 pm »
love these changes

example nr.1 FAT ARVUS its logical and good...otherwise I would always get the Valkyrie

nr.2 also the Arbites Pilot works good...had a Arbites game running and all my pilots got better when turned into Pilots


also I have to say that the arbites get all the Weapons they need (only thing I have to give them extra is the hot shot ammo)
so compared to the past...now they have the advanced Autoguns. for example...maybe to be reviewed the newest 40k addons and
then stuff like "Navis heavy shotgun" or "Executioner Shotgun" can be added also

still think that adding the combi bolters from the "melee weapon pack" should be cannon (archeotec find) and also give poor man combi weapons...lasguns/shotguns/autoguns with exterminators....

will do a IG muta play after the Arbites run