Author Topic: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded  (Read 1474 times)

Offline lurker

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Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #15 on: January 01, 2021, 09:51:24 pm »
So I'm getting the codex crashes. I tried the links to Arsenal v7 above but I'm being denied access. Where's the link to the latest release?

Offline Leflair

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Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #16 on: January 02, 2021, 12:11:51 am »
Just noticed it reversed access, should be good to go now. And I fixed the codex crashes in the latest version (some ammo types missing code entries).

Now also included:

Galgalim Assault Cannon + Ammo


De'az Stormbolter


Redeemer Shotgun + 4 ammo types.


Retributor Mk.2 Boxmag Heavy Bolter.


Potestas Heavy Kombi-Bolter


New page link of v7 latest version:
https://drive.google.com/file/d/13jTf7RsEwCVcPA1m0PoLoswaErzbH4Ou/view?usp=sharing
« Last Edit: January 07, 2021, 12:05:43 pm by Leflair »

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Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #17 on: January 03, 2021, 01:44:47 am »
New crash

At the end of this battle, I believe I may have wounded and captured the nearest repentia causing a crash. The crash is exactly after the mission ends and before the score appears. If you can't reproduce it, maybe it's because of the capture.

Also, this is the first mission I'm using the MkII heavy bolter, Grenade Launcher, and Throne missile launcher. Surely that's got nothing to do with it.

Offline Leflair

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Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #18 on: January 03, 2021, 06:25:59 pm »
I'll look into it, not seeing the usual crash notification in the crash log, did you get a segmentation fault or some other error message?
Did you capture the nearest repentia and abort mission with her aboard, right away, or complete the entire mission? (Should be some autosave closer to the abort than mission start then).

edit: found a misnamed live capture entry, which might have caused that crash
try replacing your rose mod items_40k.rul file with this version:
https://drive.google.com/file/d/1h9xKy1RRv7ugtaWjBcpG7nascn1bEeVL/view?usp=sharing

Manual fix inside your items_40k.rul file:
Search for STR_KHORNE_SISTERREPENT_LIGHT
Replace name with STR_KHORNE_SISREPENTINFERIOR

« Last Edit: January 03, 2021, 06:58:47 pm by Leflair »

Offline Leflair

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Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #19 on: January 03, 2021, 07:42:59 pm »
New Arsenal test version 8 with some minor fixes for bugs I've found (sound on some added guns, some potential research issues, the Repentia capture crash bug), as well as a new weapon:

The Dekker Pattern Twin Core Plasma Gun:
- Chaos version
- Imperial version
No Adeptas restriction here, if you grab the chaos version you can research it and the Imperial Dekker variant.
They use its own ammo charge with damage between the normal plasma rifle and the heavy plasma gun.
The Twin Core Plasma Gun has a autofire mode that shoots a "Double Tap", 2 shots.
The Gun is accurate out to 24 tiles, i.e further out than the shorter 18 tiles of the other Plasma guns. Consider it a marksman or "long rifle" version of the Plasma rifle.
Enemies on the higher tech tier will be fielded with it, mainly Tzeentch and Slaanesh Forces but also some Chaos Marine leaders.
It has 16 rather than 15 shots per ammo mag to account for that double tap shot, and weight a little more.

Second new plasma gun is the Carbine / Light Plasma Rifle:
De'az Pattern Adeptas version.
Chaos version.

I've changed the "Plasma spray charge" ammo into Light Plasma Charge, both the Carbine and the Plasma Spray Gun uses the same magazine.
The Carbine has a couple tiles more range and higher snap accuracy, its autofire is 2 shots instead of the 4 that the Spray Gun has (higher accuracy and range though). The Plasma Rifle (standard one) has even further range and higher damage, but no autoshot ability.
The Carbine has a bayonet attack and is light weight, Chaos forces will use it as an earlier plasma option.

Other changes: Cash from selling plasma weapons have been adjusted down to 20k-40k range, previously around 100k for certain weapons.
I've changed the new Adeptas Stormbolter, Gravgun and Assault canons to be adeptas high tier dependent for research.

Download link:
https://drive.google.com/file/d/1CXctZTq0JwB9db1go9GDKFgyRcjvI_EO/view?usp=sharing
Version 8.3 is now the latest.
Fixes some capture bugs with the new Orks by giving them live alien entries.
Fixed some missing late game new ammo ufopedia non-entries (without it, they cause crashes in the codex if flipping through, even if they have no entry on their own).
[Shield] rebalance for many (enemy) sisters. The formula was a bit more complicated than I first thought, but now you will not bump into Khorne sisters with 600+ HP shields! Instead there are 3 broad types. The low tier ones with "anger" shields, they'll start with 20 HP and if damaged, recover 50% of the shield the next turn and then 5 hp recovered per turn to full if left uninjured. This will make them survive another shot or two, and may mostly be dangerous to anyone trying to solo them with a pistol before they can get up close with a chainaxe.
The next step up has 66,6 starting HP (of course), and recovers 50 HP on turn 2 if the shield is dropped to zero. It will take 6 turns to recover to "full", so consider them to have around 50-60 Shield HP. I.e, about 1 shot absorbation per turn, which is mostly useful against snapfire/reaction fire.
The more elite enemies will have a starting shield of 100 and it will work in a similar fashion, recovering 66% after 1 turn and then gradually going to full if you let them get away.
The toughest enemy shield is the one that the Slaanesh Demon Princess has, which starts at 200 and recovers 75% in one turn if dropped to zero. It will take many more turns to recover to full though, so concentrate firepower to bring her down!

I cannot change the color of the shield just yet, and all the shields work without damage modifiers, so it's just a bundle of extra HP that recovers per turn. Anything that does damage will work if concentrated enough.
« Last Edit: January 06, 2021, 04:56:20 pm by Leflair »

Offline Leflair

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Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #20 on: January 07, 2021, 01:10:50 pm »
Minor patch to Arsenal test v8 today (Same link):

-Fix for a codex entry bug (Dominion Halberd) and a image bug.
-Fix for codex bug Galgalim clip.
-Added new BigOB Inventory Sprite for the Dominion Halberd. Small buff to damage at cost of TU (fewer swings).
-Added new BigOB Inventory Sprite for the Power Klaw, as well as coded in a Power Klaw entry. Less accurate, but slightly higher damage compared to other powerfist/claw weapons. Some Kommandoz and Meganobz for example have this weapon.
-Added Inventory Sprite Doll for the Burnaboyz.


-Added Inventory Sprite Doll for Light Kommandoz.


-Added codex images for the Burna Boyz interrogation and armor.
-Addex codex images for the Meganobz armor.
-Addex codex images for the Warbiker.
(Still having some issues with getting the codex entries to appear as they should for armor/living).
-Fixed some missing plasma hit animations on the new plasma weapons.

-Added in spritesheet for the Stormboyz + floorOB. Ersatz corpse sprite and inventory sprite for now, but you can try fighting them in Mission Gen. Look for the Stormboyz list amongst enemies.
v9 will include some of them in various ork missions in the campaign.


Stormboyz are not particularly heavily armed, early on they'll use a combo of slugga and choppa, with one ork grenade.
On higher tiers they'll use the new krakstikkbombz, and on the highest tier they are also armed with disposable ork tankbusta stikkrokkits.
They're always equipped with adorable leather pilot caps and tiny stubby yellow wings though.

Next version features:
1 New Weapon.
Heavy Bolter accuracy rebalance (buff).
More Ufopedia fixes.
« Last Edit: January 10, 2021, 12:49:37 am by Leflair »

Offline Leflair

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Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #21 on: January 11, 2021, 05:52:43 pm »
Arsenal Test Version 9:
https://drive.google.com/file/d/1kR_bg8ZemuyEwbrcNR_3Y_MRSkJlA1Ek/view?usp=sharing

Contains a big overhaul of ufopedia/research. Right clicking on a bunch of orks inventories will now work, although not all codex art is done (Kommandoz, Stormboyz). Yuo can research both live captures and do autopsies although no real gameplay impact right now though.

New Weapon:
Neural whip!

You can now buy the Neural Whip for 50k, no research required (for the moment, may change).
It has 3 settings: Motivational, Stun and Kill. The later two are slightly ranged, out to 3 tiles, while the motivational requires the user to be right next to a friendly unit.
The motivational whippin' restores some morale, TU and energy, at the cost of a little HP (for the target) and some energy+TU cost for the wielder. It will not cause wounds.
The attack settings are ranged out to 3 tiles, with an attack power of 40 with damage between 0%-200%. It ignores a fair amount of armor (80%), and does damage to enemy morale (60), TU (20), energy (20) and causes 20 health and stun damage, as well as 10% to wound. The kill setting launches two attacks at the cost of 25 TU and 10 energy, at 70% accuracy. The wielder can hit themselves as the radius is set to 1! So keep distance.
Due to the high randomness of the damage, you're not guaranteed to capture enemies alive, but it can be an option for early stun damage and capture.

The codex image has some artifacting bugs (transparency probably), still looking for a solution beyond the usual irfanview approach. If you know the settings to solve it, give me a heads up!

Work in progress, but a fair bit away is the owner of said weapon, the Repentia Superior:

Probably coming in a enemy format as well.

Balance change:
-Heavy bolter buff, the changes in range cut the accuracy by more than intended after some testing (basically, drop off starts after 10+ tiles instead of 20+ tiles with this mod), as it interracted with weight and recoil formulas as well. I've given the heavy bolters a hefty boost in accuracy, so see how you like it. Remember they fire more autorounds than normal bolters, so a little less accuracy isn't that much of a deal. Also, some of the new "marksmen" bolters are supposed to have higher accuracy further out. Still subject to change, give it a spin and see how you like it.
-The Cantus bolter accuracy has been nerfed a little, as its low weight and recoil made it a little bit better than intended.

Bonus mockup, Nurgle Traitor Guard:

Although Orks and Sisters hold priority due to our limited time, a more expanded lower-tier Nurgle racelist is in the plan, containing Nurgle Traitor Guard, Poxwalkers, Nurgle Zombies and Ogryn.
I don't have time to work on it myself right now, but if you're feeling the urge to try out sprite-arting, it's a good starting point, or if you just happen to be a big nurgle fan and feel like helping out.
« Last Edit: January 11, 2021, 11:09:02 pm by Leflair »

Offline Leflair

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Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #22 on: January 15, 2021, 10:40:05 pm »
Arsenal Test Version 9 updated. Use link in main post or previous post.

New stuff:
-Hand Flamer with fuel tank.

Single hand light flamer.

-Dominion (Adeptas) Power Axe

Requires researched Chaos Axe to unlock.
Quite good against armor, but slow to swing.

Chaos Beamer Meltagun

It has replaced the Adeptas Harmonic Beamer Meltagun amongst chaos forces. It's very popular in the forces of tzeentch in particular.
Adeptas Beamer Meltagun is now dependent on this in the research. Eventual generic imperial or Space Marine Beamer Melta can also use this.

Ufopedia updates:
-Kommandoz Origins and armor artwork added.
-New Ufopedia entry for promoting Sisters to Sister Superior, and an updated version of the Promote to Canoness to reflect the changed requirements.
-Requirements for promoting to Sister Superior lowered, now only requires 50+ stats in firing and melee skill, 80 bravery and 40 devotion. Devotion requirement for canoness dropped to 60.
-New ufopedia entries and art for Heretic Sisters and Sisters of Filth (Nurgle) including their armor pages. I've photoshopped up a lot more artwork that will be added over coming updates, mainly for the mod chaos sisters.
Working on some background lore entries for the various Chaos Sister factions. Only wholesome heresy and damnation, with a touch of grimdark. Also on the planning list: Some uses for captured Sisters of Chaos!
-New ufopedia artwork for the Dominion Halberd.
-New ufopedia artwork for the added Dominion Power Axe and Handflamer (handflamer ufopedia art modified from the melee mod).
-Inventory doll sprite added for the Juggernaut, curtesy of Xom126.

New Enemies and spritework:
-New BigOB Corpse Sprite for the Sister of Filth.
-Added the new Tzeentch Twisted Sister, which is the basic/low tier Tzeentch Sister enemy. She got battlesprite, bigOB sprite and floorobSprite.
She's got better front armor that others of her tier (110 front armor) and slightly better side armor (75), she's weak to melee (120%) damage and flanking. Her aim and reactions are good, but she's not as accurate or strong in melee (and doesn't have melee weapons aside for the bayonet). Her armarment is basic on low tech tiers, with boltpistol and De'az bolter configurations, secondary weapons include krak grenades and the disposable Faust krak rocket. She can appear with a flamethrower, and on higher tiers use plasma pistols and the plasma spray gun.
-New Battlesprite, BigOB sprite and Floorob sprite for the Tzeentch Radical Inquisitor. She now got her own armor (With personal shield) and corpse code.

Balance changes:
-Chaos Bolter has gotten the new range implementation, it should now be more accurate and have further range + 4 round autofire, posing a bit more of a threat.


Still working on implementing her ufopedia, trade in and research code.

Going to aim to complete some more sprites for the next update (which will probably go back to standard ROSE format), got a bunch of themed ideas for Nurgle and Tzeentch sisters, although finishing Khorne takes priority.
« Last Edit: January 16, 2021, 04:54:19 pm by Leflair »

Offline Leflair

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Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #23 on: January 24, 2021, 03:58:27 pm »
New Submod version, Sisters of Rage edition:
We're back to the "Standalone" submod naming scheme, as well as the standard Sisters starting base .rul file, latest version is found here or in the main post:
https://drive.google.com/file/d/19usDJTYkHV1xOoXehQv90P-2hqZLhlwY/view?usp=sharing


-Standin art for the Khorne Superior, for now.

New stuff:
-Added sprite sheets for the Khorne Retributor and Superior.



-Added BigOB corpse sprites for Rookie Khorne Sisters (Unbloodied), Sisters of Rage, Retributors and Retributor Superior.
-Added codex entries and artwork (+armor sprites) for them and the Slaanesh Chosen Assassin.




-Removed the "shield" from the lowest tier of Khorne sisters.
-Added the Heavy Khorne Retributor racelist, it may now appear in certain terror and retaliation missions (low odds).
-Also added slight randomization to the standard Khorne list, Retributors may now appear here as well.
-Gave Space Marines Terminators a slight armor buff.

Inventory sprites will be coming later.

Gameplay wise the Chaos Retributors are tough, but not as deadly as some later enemies or Chaos Space Marines like Havocs or Obliterators. Retributor weapons are more inaccurate, shorter range and lean more towards incendiary or anti-armor damage. They will mess up a close cluster of unarmored guardsmen, but then again so will most things.
The more dangerous configurations wield the multimelta or heavy flamer, but those come in later as tech advances.
« Last Edit: January 24, 2021, 04:11:19 pm by Leflair »