Welcome to
ROSIGMA, a collab content mod that unites the two content submods ROSE and IGMA, expanding upon them further.
Mod.io page and download links:
https://openxcom.mod.io/rosigmaDiscord (quickest way to get answers to questions and bugs, but we also got extensive suggestion sections):
https://discord.gg/zt9NhVUWXY(Found the setting to not have the link expire after 7 days)
Latest update notes and hotfixes:https://openxcom.org/forum/index.php/topic,9687.msg138591.html#msg138591Intro:Me, Buscher and Xom126 have been busy integrating these mods and the first release is now ready.
Special thanks to Cabal/CAPSHEP and Lord Flashheart for pitching in with their additions as well (see more below).
So what is ROSIGMA, ROSE and IGMA? The short version:-Expanded enemy roster, Orks fully fleshed out, Chaos added to and new early, mid and late game enemies added.
-Expanded Adeptas, and Imperial Guard content. Units, armor, weapons, upgrade paths and abilities. Arbites isn´t the focus, but get access to some of the Guard arsenal.
-Gameplay Rebalance. Quality of life features like the new token system to replace the honour badges (and corpse storage pile), reduced grenade spam, changes in sight ranges and engagement ranges to make more weapons appealing.
-New code additions, new abilities and effects. Buscher is always cooking up new cool code additions and Xom126 has done some great work adding more idle animations to weapons and units.
-An expanded Strategy system for Marines, with each strategy having access to specific weapon types. This includes heavy weapons, bolter variants and melee weapons belonging to specific Strategy-themed weapon kit.
If you´ve played the 40k main mod previously and want more variety and new challenges, this is the mod for you. That said, don´t be scared away if you´re entirely new to the 40k mod either, this mod does not aim to be a hardcore difficulty mode and we´ve introduced plenty of quality-of-life improvements to make it appealing for new players as well.
ROSIGMA content notes:-Integrates the ROSE and IGMA submods for a combined and expanded experience with the 40k mod.
Highlights, new Content:-Adds over 70 new enemy types. This includes doubling the variety of Orks, introducing several factions of Chaos Sisters, new Traitor and Deserter Guardsmen and introducing entirely new unit types like the Chaos Squats, Daemon Undivided, Khornate Valkia, Tzaangor, Horrors, Slaangors and Slaanesh Anointed.
We aim to flesh out several factions and introduces new ones.
Orks Expanded: -The Ork WAAAAUGH! Has been greatly expanded, new Orks foes include: Tankbustas, Kommandoz, Stormboyz, Burnaboyz, Mekboys, Flashgitz, Mega-Armored Nobz, Warbikers, Deffkopters, Weirdboyz and the Warboss!
New Ork Weapons: - The new Ork units have an expanded arsenal, including the Tank hammer, a very sneaky slugga, snazzguns and more dakka than you can shake a stick at. This includes some more ranged options, so learn to spot them at afar to take them out early (the Flashgitz tend to stand out in a crowd).
- The new Weirdboyz have an array of quite dangerous, if unpredictable, psyker abilities.
New Chaos and Heretic Sisters of Battle Foes: - Chaos and Heretic Sister factions provides ample new threats for the early, mid and late game. While most are easier to dispatch than Chaos Space Marines, some have the blessings of the Chaos Gods and can prove quite tough, with hidden special abilities.
The Forces of Slaanesh Expanded: - Slaanesh fleshed out with early and midgame Slaangor warbands. They got more health than your cultists but not much better armor.
- The Fiendgor is the new Slaanesh Terror Unit to round out the Daemonettes, quite quick, tough and have rending pincers that will damage armor and stun units.
- Late game Slaanesh Anointed elites wield new missile launchers based on some of those lovely old 40k designs. They are quite tough snakey lads.
A new Slaanesh Arsenal: - Adds new enemy weapons, fleshed out Slaanesh weapons from auto- and lasguns to kombibolters and missile launchers.
- Slaanesh weapons are precise, good at reaction fire and have armor rending, penetration and energy drain, at the cost of direct damage.
Tzentch Expanded:New in 1.05 is the Cults of Tzeentch:
- A techy, magic using force with a focus on energy weapons and good accuracy. They're more fragile than other forces, but do have quite a lot of summons.
Tzeentch (Blue for now) Horrors and Tzaangor are included.
Tzeentch Traitor Guard forces and an expanded Tzeentch themed Arsenal is in the works.
Nurgle Expanded: - Nurgle has a smaller boost to his arsenal for now, but it includes a new Heavy bolter and a hand held version of the Nurgle launcher.
- All Nurgle bolter rounds have recieved a new VFX effect to indicate you´re being hit by blight rounds.
New Imperial Deserters: - The new Deserter faction adds new traitor guard for the early game and eventual bounty missions, not aligned directly with the forces of Chaos but perhaps manipulated by them.
- All this (and more!) added with new enemy army lists, split between early, mid and late game variety and thematic lists that will keep you on your toes.
- With the addition of more weak early game foe variety, it might be a little easier for new players.
Adeptas Expanded:- Adds 9 new armors and units to the early-mid Adeptas game, including new voice packs to add variety.
- With new promotion chains for medicae, assassins and the Sister Superior there are now more options and depth to the Sister playthrough.
- The early Sisters game now sports Novices and Cantus rather than full on Battle Sisters.
- Battle Sisters are recruited through a new Convent Barracks upgrade to the living quarters, which is unlocked by researching the early Adeptas specific techs (mobilization being the important one).
- Assassins and Repentia having their movement speed and survivability increased.
- The new Death Cult Assassin is a upgrade option that provides an "advanced" assassin armor to make them more viable late game.
- The Ecclessiarchy have replaced the Guardsmen with their own Militia, hand picked fanatics kitted out (in this case) to pass as respectable troops. They got worse starting training than Guardsmen, but make up for it with guts! And high morale, but mostly guts.
- A new Sister pilot has been introduced, with bonuses to piloting. Expensive, she´s not a replacement for the Battle Sisters in the field.
- Changed Adeptas start, the Adeptas start now with Novices, Militia, Pilots and just a few Sisters to oversee them, with the higher end weapons and armors to be unlocked with research. You will get the option to recruit Sisters of Battle, or to train up and promote Novices (for a cheaper cost).
A new arsenal of Sisterhood weapons:- Adds a new arsenal of fleshed out weapons for Adeptas.
- Includes dedicated bolters, boltpistols, shotguns, sniper rifles, grenade launcher, grenades, rocket launcher, disposable rocket launchers, lascannon, meltagun, stormbolter, assaultcannon, several types of plasma weapons, a new AoE Gravgun and a mighty animated Zweihander power sword.
- Generally lighter weight at the cost of ranged accuracy and power of their Astartes counterparts.
- These weapons are unlocked either through general research topics, or through capturing their new Chaos counterparts.
- Some of these weapons can be unlocked for all factions play, Harmonic Beamer Meltagun and light "Malthus" lascannon.
-Imperial Guard expanded: -Mounted Heavy Bolter additional to Autocannon and Lascannon (also rebalanced to make them more worthwhile)
-Multilaser and Heavy Plasma variant for Sentinels
-More armor variants (Elysian-Like Jump Armor)
-More soldier types (Veteran/Scion Officers and Penitents as fodder).
-Krieg Guardsmen for more flavor (thanks Cabal/CAPSHEP for all the work and Lord Flashheart providing the base for the inventory sprite).
-Krieg Lucius Pattern Heavy Lasgun and Heavy Stubber added.
-Solo Pattern Light Bolters, well liked by PDF and rebels alike!
-New Assassins, Vindicare and Callidus.
-For the Imperial Guard a slightly more expendable playstyle with a focus on heavy weaponry and hero skills:
- Penitents are fodder which do not cost morale on death. Utterly expendable, nobody cares if they die.
- Krieg Guardsmen trying to redeem themselves should always have exceptional morale. Kriegsmen will now appear randomly mixed in with other NPC guardsmen on Terror Missions.
- Mounted Weapons (including the new wheeled heavy bolter) and Sentinels are the mainstay for heavy weapons.
- Commissars, Priests and Officers are intended to allow normal Human soldiers to go beyond their normal abilities (buffing).
- Vindicare Assassins are intended to destroy high priority targets from afar with specialized and expensive ammo.
- Autoguns/Lasguns should be viable options in early/mid-game with more advanced ammo types (hotshot and such) to help them stay relevant.
Imperial Guard Arsenal expanded: -Different variants of weapons for Heavy Stubber, Officer Sword, Hellpistol, Smoke/Photon ammo for Grenade Launcher.
-Buffing Roles (Officers and Priests).
-Laser Designator for Airstrike (was Officer's special weapon before, which is now buffing).
-Modified Drop-Transport and Tauros Valkyries (Drop-Transport got HWP slot, Tauros gets bigger arsenal of grenades and more troops).
-Added Vulture to fill the gap between Thunderbolt and Marauder.
-Upgrade with Transmission Decoder for the outpost (currently only works for IG).
Traitor Guard expanded: -New Valkyrie transport deployments.
-Traitor and Chaos Ogryn, wielding Ripper Guns and Heavy Stubbers.
-Battle Servitors with heavy bolter or missile pod limbs.
-Penetante cannon fodder/suicide troops.
-Floating Heretek engineers with beamer meltaguns and light lascannons.
-New sniper long las, lascannons, ripper guns, hotshot and volleyguns.
General quality of life improvements: -Xom126s animated and very fancy, Mastercrafted melee weapon sprites have been worked in. This includes an Adeptas Zweihander, the Mastercrafted Powersword and the Weirdboy Stikk (for now). It will now be easier to identify the units with the best weapons!
-QoL: Flying armor types can now be unlocked by researching other enemy flying units than just the basic Raptors.
-QoL: Plasma pistols can now be unlocked by researching different plasma pistol types, this will be added to more weapons with variants in future updates.
-Specialised ammo available for high prices at trade outposts.
-Changes to availability of things like the Plasma Sentinel or Assault (flying) Armors, they are now easier to get the research for.
ROSIGMA Rebalance changes:Weapon ranges and values have been tweaked, normal bolters have been buffed while grenade spam has been reduced. Overall have long ranged weapons and vision ranges been reduced while midranged bolters have been buffed. The ideal engagement range should now be around 8-20 tiles.
-Buff/Easier: Space Marine recruits starting bravery range buffed from 10-60, to 40-80. Still allows for slightly cowardly marines, without them accidentally recruiting Sir Robin.
-Changed: Space Marine Heavy Bolters are now the cream of the crop that rises to the top, higher damage and rate of fire compared to non-Space Marine variants (if you can handle the recoil).
-Harder: The Heavy Bolter effective range has been reduced to promote different weapons and give all weapon types their own niche.
-Harder: Missiles and Lascannons accuracy have been slightly reduced, as has their effective range.
-Buffed/Changed: Flamethrowers now do more damage against unprotected foes, have slightly better range (less self-immolation risk) and generally have been changed to use arcing shots (with a few exceptions). If you can reduce enemy armor, flamers will be quite effective.
-Easier: All grenades have shorter range, and heavy grenades have the shortest range. From 20 tiles to 10-17 tiles of range depending on power or weight. Enemies will still use grenades but the aim is to reduce enemy grenade spam meta, Orks have proper Dakka now instead.
-New: New grenade types have been introduced (more towards disabling, panic inducing or armor reducing/bypassing types). This makes them work more as an attrition tool than a random roll to see who´s dead this turn (and not in power armor).
-Easier: Less Plasma early on, with the introduction of more Chaos early weapons and bolter types.
-New: In addition, new lighter plasma carbines and spray guns also mean you´ll bump into far fewer heavy plasma sporting enemies until the very late game.
-Easier: Some enemy turrets stats have been reduced, especially reactions and accuracy over long ranges. Example: The big Ork turret will no longer reaction blast you across the map quite as often.
-Harder: Daemons are now tougher and have more abilities, no longer will they go down quite as often to a single bolter shot or two, upping their danger level. This is to help especially the Khorne Daemons.
-Harder: New Spawner/Transforming enemy types have been introduced, as a counterbalance to high explosives, missiles and grenades. Some Chaos enemies are "Blessed" and may either spawn a daemon on death or transform into some mutated warp monstrosity. Some may even summon reinforcements themselves. So walk softly and carry a big gun (make that several big guns).
-Harder: Chaos Space Marines and their leaders have been buffed and moved up to be even more of true late game foes, with the introduction of many new mid-game enemies to take their former spot. Chaos Behemoths, commanders, Dreadnoughts and Terminators have had their health and armor slightly buffed.
-QoL/Easier: Economy rebalanced, with a focus on a lessened grind compared to base 40k. Adamantium and promethium costs have also been reduced. This is still being tweaked and balanced. Very powerful weapons and special armor will still cost quite a lot of resources but "standard" armor upgrades and better weapons should now make late game losses less punishing.
-QoL: There´s a new honor token system to reduce the need to store massive amounts of corpses in fridges, instead each corpse can quickly be traded in for a number of tokens.
-QoL: Storage space increase. With lots of new weapons and enemies, storage space has been increased slightly to compensate.
-QoL: Barrack space increase, especially to help the Imperial Guard player.
Disclaimer: These are according to our own gameplay preferences, if you prefer the vanilla economy or balance and just wants the added enemy variety, we encourage you to make your own tweaks and changes.
The mighty to-do list:Just a few examples, but to give you guys an idea of what we got planned, are working on or just to get inspired I´ll list some here:
-More themed traitor guard units, cultists and weapons. We consider the existing ones to be mostly Khorne/Undivided, so there´s plenty of space to fill in with Nurgle, Slaanesh or Tzeentch themed units.
-New maps and missions, our big weakspot but we are certainly interested in adding more variety here.
We´ve not done the art for any of the things on this list, so if you´re feeling inspired or want to help out, hit us up.
Considerations for future additions, in no particular order:
-Nurgle Blight Launcher Heavy Auto Grenade Launcher.
-Nurgle Deathguard Havocs with Gravcannons.
-Nurgle Blightlord Terminators
-Nurgle Pestigors
-Slaanesh/Nurgle Cultists factions (maybe with some Necromunda mixed in)
-Slaanesh Anointed Terminators
-Daemon Furies
-Possessed Marines (First Draft Exists, Leflair)
-Tzeentch Daemons expansion, Screamers DONE in 037.
-Adeptas Dogmata, Sister Cop of Sisters.
-Adeptas Paragon Warsuit, 4xtiles unit like the Centurion or Behemoth. Proof of concept sheet done by Xom126.
-Adeptas Terminator tier armor.
Just to give you an idea what suggestions we've already recieved or come up with ourselves.
Contributing/lending a hand and bug-reporting:
We´re just some passionate modders that like the 40k mod and have gotten together to contribute this mod pack to the community. If you want to contribute anything at all, be it a weapon, unit or art, feel free to contact us and we´ll get you sorted.
Of course, playtesting and bug reporting is also a form of contributing, so just by posting your findings or questions in this thread, you´re helping out! (more than you´d think, some bugs are like finding a needle in a haystack).
We´re also open to ideas, suggestions and balance discussions, so post away.