Author Topic: [ADDON] ROSIGMA  (Read 9631 times)

Offline Leflair

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« on: May 02, 2021, 02:47:50 pm »
Welcome to ROSIGMA, a collab content mod that unites the two content submods ROSE and IGMA, expanding upon them further. page and download links:

Discord (quickest way to get answers to questions and bugs, but we also got extensive suggestion sections):
(Found the setting to not have the link expire after 7 days)

Latest update notes and hotfixes:,9687.msg138591.html#msg138591

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:
-Krieg Grenadier.
-Nurgle Blight-Hauler 4 tile tank (WIP - Xom126).
-Nurgle Blight Launcher Heavy Auto Grenade Launcher.
-Nurgle biowarefare armory. Needleguns and Plague Spewer (Xom126 got a first draft going)
-Nurgle Deathguard Elite Heavy Infantry (First draft - Leflair)
-Nurgle Deathguard Havocs with Gravcannons.
-Nurgle Blightlord Terminators
-Nurgle Pestigors
-Genestealer Cult faction
-Slaanesh/Nurgle Cultists factions (maybe with some Necromunda mixed in)
-Slaanesh Anointed Terminators
-Daemon Furies
-Khorne Bloodgors
-Possessed Marines (First Draft Exists, Leflair)
-Tzeentch Daemons expansion, Horrors, Screamers
-Adeptas Tier 1 Heavy Flamer Sentinel, Tier 2+ Assault Cannon (Galgalim) and Multimelta Sentinels.
-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.
« Last Edit: October 19, 2021, 06:54:57 pm by Leflair »

Offline Anon011

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« Reply #1 on: May 02, 2021, 06:16:31 pm »
Awesome work! Cant wait to try it out.

Offline Leflair

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« Reply #2 on: May 02, 2021, 07:52:37 pm »
ROSIGMA Latest Update Notes:
1.05B: 2021-OCTOBER Fifth Update Patch.

Requires at least OXCE 7.0.0 (2021-03-13). Recommended 7.1.3.,5258.0.html
And 40k mod version 030.

Here's two alternative campaign mission lists for 1.05(A), replace the file of the same name in the ruleset folder of the ROSIGMA mod folder:
Easy/Chill Mode - Suitable For Arbites, Guard and Sisters or anyone who wants to ease into ROSIGMA. Its not massively different, but the enemy ramp up happens more gradually, with a easier start, and the big bad CSM come in force only at month 7-10.
Hard/Challenge Mode - Suitable For Marines and Primaris playthrough, experienced players etc. Introduces tougher lists sooner, removes or reduces easier lists.


ROSIGMA 1.05 (2021 10 11- Fifth Update Patch)
See patch notes page five for the 1.05A and B versions, which adds Blue Horrors and Tzeentch weapons.

Works with 40k Version 030.

Bug fixes:
    Visual: Gave Chaos lascannons faster beams.
    Visual: Corrected one Adeptas Novice inventory piece that had distorted palette.
    Corrected a crash for SCIONMEDIC_6_MEDIC_FEMALE due to a link error.
    Fixed some missing .SPKs that were turning up blank Inventory images for certain Squats
    Bugfix for Nurglings crashing on Middle Mouse Click
    Tzeentch Flamer "Ammo" should no longer drop, AI more likely to use the alt fire modes
    Some fixes to Blackstone dark vision.
    Added Killtokens to Orks.
    Added Killtokens to Sisters of Filth and Twisted Sisters.
    Fixed a starting morale issue with SoB Pilots.
    Added recoil to Adeptas Bolter Mephisto.
    Added recoil text info to Ufopedia entries for Bolter Elohim, Mephisto, Hellspite and Dominion.

General Changes:

    Starting Servitors/Adepts (Engineers and Scientists) now are recruit-able AFTER selecting strategy, to avoid overcrowded barracks.

    Nerfed some camo values until we can rework the system in 1.06. Generally sneaky enemies will be easier to detect in 1.05.

    Changes to the alien mission lists now integrate the new Tzeentch cult lists, making early game (month <3) easier. Changes include reduced odds of running into enemy squats (of all flavors), some nastier Chaos Sister lists (ex Radical Sisters) moved to month 3+ and Alpha Legion activity early game reduced. This includes enemy terror missions. Expect more cultist activity.

    Added the racelists of the 4 gods to THREAT ONE, as well as the Hereteks, so its easier to unlock access to power armor when playing as Space Marine Scouts. Note, the requirement is for any member of said racelists so that includes things like battle servitors (Traitor Guard). The units not included are most cultists (STR_SECTOID), although certain units there can also grant it as a get one free tech on interrogation (Sectoid Medic for example).

    Enemy Squats armor nerfed by ca 10 points. Some of them now have 10% less protection vs HE.

    Enemy Hellguns/Volleyguns armor piercing (armorEffectiveness) nerfed by 10%, toHealth damage reduced by 10%, accuracy of Snapshots reduced by 5-10 points.

    Certain Khorne Sisters now equipped with chaos flamethrowers rather than standard flamethrowers.

    Switched out some enemy captured imperial small arms (shotguns, stub guns, flamethrowers) for the chaos versions

    Outpost Power Generator monthlyCost changed: From -150000 to -300000 for shorter investment return period

    Corpse Cash overview/rework to be more consistent, corpses now sell for a span up to 40k in cash. Low tier enemies go for 1-9k, mid tier enemies for 10-18k and high tier enemies for 19-25k with the highest ranking or dangerous enemies netting up to the maximum amount.

    Changed unlock requirements for the 40k "Hyper Wave Decoder", specific navigators no longer required, instead the requirements are leader and chaos base data dependent. See the ingame tech tree tracker.

    The Mastercraft Plasma Pistol weight increased to 4 from 10 from 10 to 4 to be more in line with plasma weapon weights.

    Traitor Guard flak armor (for basic troops and leaders) buffed slightly, from 20 front to 30 and other armor sides also buffed slightly.

    Traitor Guard carapace armor buffed slightly, +10 to all sides, from 60 to 70 front armor. Under armor reduced from 50 to 30.

    Traitor Guard pilot suit armor buffed slightly. +5 front armor and smaller buffs to sides.

    Traitor Guard Sentinel armor buffed from 100 to 120 front. Will stand up slightly better vs bolter shots.

    Traitor Sargent has 80 shield now instead of 250.

    Hologram Grenades are now available for all player factions to help distract enemies that smoke doesn´t work on.

    The Plasma overheat system, complete with graphical BigOB changes as the guns overheat, now updates live during the turn (courtesy Buscher). The weapons will suffer penalties as they overheat, and become unusable, eventually self-destructing (sadly, no explosion currently possible with Openxcom!).

    Krak: All damage made consistent.

    Added movement penalty script for Heavy Weapons, the further a unit moves the larger the accuracy penalty. Certain armors (Devastator, Retributor) will lessens this penalty. This is to buff rifle type weapons and other small arms vs Heavy weapons. Mobility and flexibility vs Heavy Firepower.

    Introduced despawn penalties for terror missions

    Introduced a score penalty for leaving enemy bases around. points = 5 * currentBaseLevel/maxBaseLevel rounded up. Chaos Bases will always generate 5 points per day. Beginning bases of other factions will start at 1.

Adeptas Changes:

    Prices overhauled, mostly raised for mid/late tier, heavy and exotic/specialist weapons. Redeemer shotgun and its ammo has become cheaper. Pistols, Flamers, Boltguns/rifles remain cheap, while Heavy Bolters and power weapons have become more expensive. Midtier and late tier Bolters have become more expensive (but still cheaper than the heavy weapons). Adeptas Beamer meltagun manufacture price raised to 100k. Stormbolters and Assault Cannon have become more expensive to operate (ammo). Seraphim armor has become more expensive.
    Adeptas Drop Pod positions now face in the same directions as the SM one.

Imperial Guard Changes:

    Gave Jump Armor a Back Pack that can carry a Heavy Weapons Toolkit
    Turned the Mounted Lascannon more powerful than the Hell-Hammer, 200 vs 150 power difference.
    Lascarbines have been changed to be more distinct from lasgun rifles. Snapshots now shoot 2 shots (applies to reaction shots too)
    Lasgun weight set to 8.
    Added Codex Articles to Commendation
    Promotions: Changed Guardsman Veteran Promotion Requirement to depend on the Veteran commendation. Codex article updated.
    Cosmetic: Scions Officers get different Rank Title than normal Scions, "Tempestor Prime".
    Lowered min/maxStats for Guardsmen, strength min is now 10, max is 25.
    Lowered TU cost on HWT from 60 to 40.
    Armor Repair for Scion/Veteran Power Pack Weapons. Costs some adamantium materials and fuel.
    Veterans from Events start at Rank 1 (instead of 0) so they don't start as recruits
    First Version of Powershot Script (Lucius for now), powershots have +20 power but expends 4 ammo per shot.
    Krieg mounted 4-tile weapons now also get the Krieg morale boost.

Space Marine changes:

    Primaris armor values adjusted on a basic level to be more equivalent to ROSIGMA Marine armor. They start out weaker, but as they gain levels and become more experienced they learn to make better use of their advanced armor (increasing armor values). Further adjustments will come in the future.
    Starting engineers and scientists (adepts) moved back to 10 from 20 due to the new system for delivering these (depending on difficulty choices).
    Added 3x2 Backpack for Tactical Marine Armor. They can now be very tactical.


    I´ve sprited up a TOS stream/video friendly (and a little more 3rd/4th generation accurate) Daemonette inventory image. Safe for work? You decide. To get the old one, simply delete or move the new one from the mod folder (inventory images under Resources\FOES\Inventory).
    Added a mid tier flamethrower clip upgrade, that uses promethium for manufacture and ignored 30% armor. Crank it up!

New for Imperial Guard:

    The Vindicare and Priest now have their own custom armor preview sprites.

    Squat and Beastmen Guardsmen added, flak and carapace versions.
    The Squat are slow (low TU and reactions) but have better armor, higher health, bravery and strength. They are not as good in melee or at throwing grenades as human guardsmen.
    The Beastmen are fast (higher TU and reactions), have slightly better front armor (but worse rear/under), higher health (not quite as tough as Squats though), strength and good melee skill. Their armor has a 10% boon vs stun and melee damage, but take 20%  more from fire damage. Looked down upon within the Imperium (When tolerated at all) they cause less morale damage when they die, have half the salary (upkeep) and less of a score malus. They make for good scouts, assault and skirmishing infantry.
    Beastmen are unique to the new Abhuman Strategy path for Guard (see below).
    Both Squats and Beastmen have "Dark vision", giving them slightly worse daylight vision but much better night vision than human guardsmen.
    Both Squats and Beastmen have unique voice packs.

    New Abhuman Strategy added. Focused on Ogryns, Squats and Beastmen guard with recruitment available from the start.
    Has access to the "light Chimera" transport. Modified Planetary Defense vehicle.
    Uses Biomancer Psykers for healing (available from the start with this strategy after some research).
    Strategy starts with some chainswords and flamethrowers.
    Gets access to IG Heavy Weapons research at mid tier.
    Does not get Airstrikes at midtier.

    Krieg Heavy Stubber, Lucius pattern. This is a high calibre, low ammo capacity heavy stubber with a bipod. Heavy, it has similar power to light bolters with slightly higher armor penetration but less health damage. An early game weapon to deal with carapace enemies before hotshot becomes available.

    Krieg Heavy Lasgun, Lucius pattern XIV. This midtier heavy lasgun has a baseline 20% power increase over other lasguns, at the cost of significantly higher power consumption. It has enough juice for 12 snapshots, or just 4-5 powered shots (At 30-35% higher power output). It comes with an aimed shot for slighlty better range accuracy and higher damage. Its weight is comparable to a heavy stubber, and its melee accuracy is reduced as a result. It is also significantly more expensive than the standard Lucius, at 250k. It can use both normal lasgun power cells as well as hotshot power cells.

New for Adeptas:

    WIP Brand New Miracle System, translated from the tabletops version by Buscher. They can be spent to perform "Acts of Faith". Miracle Points are gained by, in openxcom terms, actions that generate experience. Getting kills ("Vengeance" TT), bravery related events (panic/recovery "Valour" in TT, resisting psykers, "Purity" in TT), actions that generate devotion etc.
    Unlike the Imperial Guard "Commands" system, Miracles/Acts of Faith are more individual, as well as some passives.
    One current passive ability is a "Spirit of the Martyr" miracle, that saves a Sister that would otherwise be killed (but only once per turn) if you have enough Miracle points left. More like that will be available in 1.06

    Adeptas Mk.V Necro Pattern Meltagun added. Suitable for an assault role, it expends twice the ammo for a 20% boost in power and the ability to fire 3 snap shots per turn instead of just 2. It also has slightly less accuracy than the other meltagun. Costs 80k to manufacture and is unlocked with the vanilla Meltagun. Based on the Meltagun shown and named in Demonifuge, it is not all that different from the normal meltagun, but in interest of gameplay I´ve made a niche for it that suits the Adeptas playstyle. While it can snapfire a lot of shots, it will quickly drain its power cell doing so, making it more expensive to operate and requiring frequent reloads.

    Adeptas Mk.XII Jove Pattern Boltgun added. It is based on the Demonifuge Adeptas boltgun (and its "codex entry" at the back of the first issue). You may recognize it from a lot of 90ies Adeptas artwork, where it was the standard boltgun, although it has since fallen out of use (in art or mention) in favour of the lighter De´az pattern.
    Very little info aside for its art and name, being described as standard issue (at the time) for Adeptas, my "head canon" is that it was an early attempt/order for a full size Bolter weapon but despite the best efforts of Mars in reducing recoil, it is still difficult to handle, heavy and the strain on logistics and its high cost has since limited its deployment for most deployments the Adeptas would find themselves in. Unless... they happen to need the extra stopping power, say versus Chaos Space Marines, Tyranids or other special missions.
    I went on how it looks vs the De`az Bolter to determine its calibre. The Jove used the full size boltgun rounds (same as Marines, possibly 0.7 or 0.75), has more recoil than the De´az and does a little extra damage (10%) due to its advanced construction by Mars (no expense spared). It´s a midtier gun that requires ceramite research and is quite a lot costlier than the De´az gun. Next to the Elohim, Mephisto and Hellspite it packs quite the punch, but is otherwise unremarkable with no special sights nor bayonet.
    The late game Dominion bolter is superior, but heavier and even more expensive.

New Enemy Forces:

    The Tzeentch Cults are added, brimming with mutant thralls, zealots, acolytes, witches, sorcerers and summoners. Currently they have access to several nasty tzeentch servitors and some lesser daemons/spawn.

The Tzeentch forces are more focused on precision lasguns and lascannons than their other cultist counterparts, having fewer ranged explosives, heavy stubbers or shotguns. For close combat they prefer to use tzeentch flamethrowers.

Their units are divided into their spellcasting elite, and plentiful mutant and zealot chaff. Their spells are designed to slow down, confuse and break their opponents, making them easy pickings for Tzeentch sharpshooters and snipers.

Their more powerful sorcerers, Thrall-Champions and Summoners can bring forth more destructive spells, as well as summon daemons.

Placeholder magic is a fireball spell for now, 1.06 aims to implement some more tzeentch specific magic.

    Night Lords Raptors and Warptalons added as a late game flying threat. They are more dangerous than the normal raptors, sneaky and spooku.

    Night Lords do more damage depending on how morale/bravery of the target. Bravery acts as damageModifier, Morale as Armor.

    Night Lords possess special terror inducing panic attack special abilities. Get your adult diapers on.

    The Alpha Legion has deployed another false flag force, it´s out there. Preparing. Shiny and chrome.

Latest Hotfix:
Hotfix for 1.05: -1.05A is the latest-

Matches the mod filestructure, so just extract the files into the folders.

I'll keep this post for the latest hotfixes inbetween releases.

As usual with bugs, please report them to me or Buscher and we'll get on fixing them as soon as possible. Sometimes it takes a bit longer to figure out what's wrong under the hood.
« Last Edit: October 24, 2021, 11:21:11 pm by Leflair »

Offline Thatguysenpai

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« Reply #3 on: May 05, 2021, 05:41:54 am »
My two favorite mods joining forces, this looks great! Will gladly be giving this a try on my next playthrough.

Offline Leflair

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« Reply #4 on: May 06, 2021, 07:01:11 pm »
The more players the merrier! Already getting lots of good suggestions + the occasional bug report.

The next update will have quite a lot of goodies based on said suggestions/requests:
-Finishing off the remaining "Transforming" enemy types with custom animations.
-New Adeptas Sentinels, one totting a Thermal Lance (the melta kind).
-Some Drop Pod changes and hopefully (if I figure it out), a drop pod craft for Adeptas to use as an alternative to the "Ankle Woe" Blackstar.
-Some Krieg carapace stuff, not entirely sure what's cooking over there in that corner but it looks good.

-More on the concept/WIP stage: Cyborks? Maybe.

Can't promise it will all make it in or it might get delayed slightly while we work out the last kinks + do testing.

A little note on difficulty for you newcomers, the mod has basically 3 starting enemy factions (like the 40k mod), and in order of difficulty (especially after our additions) it goes:
Easy: Cultists
Average: Traitor Guard

It's a dice roll which one you start off with, so if you're finding yourself getting krumped, try a start with one of the other two factions (Orks may still appear on *certain* missions).

Secondarily, with the changes to the Sister start, its now a tad more difficult than it used to be. You got stormtrooper tier protection (60-80) rather than 100+ power armor starting out.
(Might knock together an easier version here where you get access to Adeptas right away, if there's interest).

If you got questions/suggestions/bug reports etc check by our discord (link in the first post of this thread), you'll find one of us on most of the time (although we lean towards Euro-timeszones).

Offline HT

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« Reply #5 on: May 06, 2021, 09:55:11 pm »
Amazing work! It makes the "basic" WH40k look weak. Shame I'm not sure I would find this mod fun, I don't think XCOM and WH40k match well, although this is a good try. Especially weak IMO is the researching part, or more like "rediscovering". Funnily enough well-made plasma weapons are OP in WH40k like base XCOM.

As for the Sororitas, they're getting new gear quite soon, in case you're short of ideas:
« Last Edit: May 06, 2021, 10:24:47 pm by HT »

Offline Leflair

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« Reply #6 on: May 07, 2021, 01:36:08 am »
Oh I wouldn't think the vanilla 40k looks weak, we're building entirely on its foundation. Would take 2-4xas long to make everything from scratch. Bulletdesigner, Oharstein etc do a lot of things we haven't even figured out yet.
It is a bit of a challenge to make 40k "fit" within the xcom structure, and yeah the "research" is part of that dilemma. It's partially what makes X-COM work so well too. Mentally I see it less like research, and more like "justifying" requisition of more rare equipment (and the adepts cooking up some pseudo-religious justification).
One other way to change it to make the research work better is to place the campaign in some sort of dark-age*/warpstorm pocket world that haven't been part of the Imperium proper for centuries. There's probably a couple of other setups which would fit the X-Com formula even better (Tau-aligned human world? Heretical as it may be).
*(of which there's been several millennia long eras in the 40k lore)

The tech/weapon power progression is also tricky, with Bolters (and Heavy Bolters), missile launchers etc being available from the get go. Imperial Guard/Arbites end up playing closer to basic X-COM, but don't really get access to the end game armor tier in the same way.

Tl;dr 40k offers a different flavor and gameplay from OpenXcom, and that's fine.

I've seen the new Sisters units and got some ideas for how to use at least a few of the new designs:
-The Paragon Warsuit Landmates is a obvious fit for a Centurion-style 4-tile unit. Making them fit the 4-tiles will also help the design by making them a little chunkier, I think.
-I like the *concept* of the Sacresants but had hoped for GW to put in a little more effort with a new Heavy Armor design for them (got some ideas though). Already have a Adeptas halberd in the mod, so a "gunshield" would be the next thing.
-Dogmata could probably be worked in as a "buff"/leadership unit (or well, Commissar-type).
-The new Banner carrier seem to fit a very similar niche as the existing Imagifier (could be added to the mod though, with Banner-abilities).
-The new Predator-like MBT "Castigator" could be a good fit for the Sisters Armour craft/convoys.  Give them some long ranged punch.
« Last Edit: May 07, 2021, 01:56:41 am by Leflair »

Offline Simi822

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« Reply #7 on: May 07, 2021, 09:35:01 pm »
Excellent news, loved the two mods...played them both, and will give a try to this new expanded Mod.
thank you very much for the hard work and stay true to the Imperial truth!

Offline Simi822

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« Reply #8 on: May 12, 2021, 12:56:41 am »
Dear All,

so here are my first impressions ....Excellent

started a game as the IG, the new mounted Heavy Bolter is a beast (reminded me the 40k:SM game) and it makes the mounted Lascannon a joke (OK this time you can buy it for a fair price instead of building it for more resources then a Advanced sentinel)  Sentinels...the multilaser is fair, same is the  Lascannon variant...practically the new mounted heavy bolter makes them obsolete...but the Autocannon or Heavy Plasma are like a dream....the heavy flamer is still not my stile...and I think the multimelta version is not yet been introduced (but if you do it with like 3x ammo...don't do it)

the Kriegers...I like them, 500k to get 10x with a extra buck is OK, especially because on gets the Krieger Lasgun.....well balanced
maybe...krieger carapace or officers for the future?

where I have to give some criticism is the following, one will battle a lot corrupted sisters, one will get their gear...there is no option to identify it as IG - Astartes, etc so that should be fixed, if one finds something he can use (Scout gear, Sisters gear, etc) give a swift option to know the stats...would be nice :)

and maybe a second idea...the trading post...sell more exotic items...In the moment: special Lasguns or Bolters OK...why not also  exotic Shotguns (arbiter ones) or Cyber Doges, or Sistar weapons when playing a other course for a high price....

Offline Anon011

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« Reply #9 on: May 12, 2021, 01:55:41 am »
Speaking of suggestions, how about new unique weapon. Lucius Pattern Shotgun? In tabletop its used by Krieg Engineers and packs quite a punch on top of being semi-automatic.

Offline Leflair

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« Reply #10 on: May 12, 2021, 06:56:01 pm »
Good suggestions, will go in the consideration pile.

(Got a bit of a tech review/overhaul planned to make it easier to unlock exotic weapons with any captured variation, cross imperial versions etc).

A little something I've been working on to clear out more of the Adeptas only gear is a expanded Nurgle arsenal so the Nurgle Sisters can have their own toys:

Plague Marines will also use some of this stuff.

I've been moving to divide up the forces of chaos by "themed" guns. So no longer will they all be using the same generic chaos plasma guns.
For Nurgle, the themes are physical weapons + grav weapons. So no lasguns or plasma guns. Instead they get these fun new gravguns!

The patch notes will have a detailed explanation for each weapon. 
« Last Edit: May 12, 2021, 06:58:27 pm by Leflair »

Offline HT

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« Reply #11 on: May 13, 2021, 11:20:52 am »
Cyber-Mastiffs would be a cool addition yep. Piratez and XCOM Files already have playable doges, so it would be an easy conversion IMO. Some of the high-tier robo dogs are hilariously murderous. Similar case with combat servitors, which should be a thing if they aren't already. Some of them are OP but fun to play with, like the Praetorian ones.

Offline Gnelf88

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« Reply #12 on: May 13, 2021, 03:55:02 pm »
First of all very good mod  :) Lots of excellent content that I cant live without, but I was just wondering if there is anywhere I can find a sheet or something similar to find the stat/item requirements (e.g sister superior honour) for all the new transformations and how to get those items if any. Thanks in advance
« Last Edit: May 13, 2021, 11:14:58 pm by Gnelf88 »

Offline Simi822

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« Reply #13 on: May 13, 2021, 06:51:39 pm »
Dear All,

so the Bad Ladies attacked my base..was not an easy battle but we managed...but then Boss Lady came
killed like 4-5x Guards and then we won only to get a screen that a file is missing (the game crashed)
which file can I reproduce to fix it? (I dont care if the corpse will look diferently)

Offline Buscher

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« Reply #14 on: May 14, 2021, 04:52:11 pm »
Dear All,

so the Bad Ladies attacked my base..was not an easy battle but we managed...but then Boss Lady came
killed like 4-5x Guards and then we won only to get a screen that a file is missing (the game crashed)
which file can I reproduce to fix it? (I dont care if the corpse will look diferently)


I can't reproduce your issue with OpenXcom 7.0 (v2020-03-17) and ROSIGMA v1.0 (with and without the hotfix in this thread).
You could check ROSIGMA/Ruleset/ENEMY/HERETICSISTER/armors_hereticsisters.rul
Code: [Select]

and ROSIGMA/Ruleset/ADEPTAS/adeptas.rul

Code: [Select]
    name: STR_CORPSE
    weight: 30
    bigSprite: { mod: 40k, index: 619 }
    floorSprite: { mod: 40k, index: 378 }
    invWidth: 2
    invHeight: 3
    armor: 80
    recover: true
    liveAlien: true
    costSell: 50000

It should look like in the code boxes. If that all doesn't help you can consider using debug mode (enable in options.cfg) with CTRL+D and CTRL+K. Perhaps updating OXCE might help but it seems to be a stretch.