Author Topic: [ADDON] ROSIGMA  (Read 49833 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:
-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
-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
-Adeptas Tier 1 Heavy Flamer Sentinel 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: August 04, 2022, 11:00:10 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:
1.09: 2022-AUGUST Tenth Big Update Patch.
1.09B 2022-SEPTEMBER Eleventh update. Compatible with 40k 033 and OXCE 7.7.3 (required).
1.09C 2022-OCTOBER Twelfth update. Compatible with 40k 033 and OXCE 7.7.3 (required).
1.09D 2022-NOVEMBER Thirteenth update. Compatible with 40k 033 and OXCE 7.7.3 (required).,5258.0.html

ROSIGMA 2.0A - Patch Notes (2022-12-27)

**Requires OXCE 7.7.3 or 7.8.0**

- Added codex article text for several of the vanilla mission types instead of the placeholder text.
- Other assorted codex updates.

- BALANCE: Longer production time for highest tier armors.

- 2 tile Snap Shot thrust attack to Force Halberd that can be used for longer range pseudomelee.
- Rebalance of GK Armors. Adds Captain level scaling to Techmarine and Apothecary Aegis armors. Apothecary Aegis has access to better Nartheciums at Paladin and Captain rank.
GK Librarian now has the custom Holocaust short range fire based psychic power instead of Shield and Lockdown, and Psi Vision 3 and 4 respectively at Paladin and Captain rank. Deals incendiary damage, and deals damage to morale and armor, igniting and hitting a fixed Radius 2 AoE. Made its accuracy scale slightly with psi.
- Fixed GK Apothecary armor for Castellans not displaying their UFOpaedia entry appropriately.
- Tweaked GK Librarian armor to be more competitive at Captain/Rank 5; gets Shield 80, Psi Vision 5 up from 4, and Melee Accuracy 15.
- Captain GK Techmarines now get Thunderfire spawners.
- Added Inquisition Flamer Stormtrooper subtype; grants access to a mastercrafted flamer with some bonus range and accuracy and double tap Snap Shots. Deals TU and extra Morale damage.
- Fixed Inquisition Stormtroopers having a max psy strength of 0.
- Inquisition Stormtroopers now start with a fairly high Devotion because they are elite servants of the Inquisition who are rigorously screened and tested for loyalty.
- Inquisition Stormtroopers PsiDefense enhanced: they now gain a bonus to it equal to 100 + their Devotion and their current Morale, reflecting the impact of their training, discipline and Hexagrammic wards.
(Surrealasers additions/changes).

- Space Marines and Grey Knights now recover from wounds in 1/3rd the normal time like Ogryns due to their superior physiology.
- Primaris Marines now recover from wounds in 1/4th the normal time.

- Player controlled Eldar Seers now can use their Eldar Light psychic power (aimed shot only). Eldar Lightning for player Farseers scales somewhat with psi; UFOpaedia entry is unlocked upon researching psychic powers and a live Eldar Farseer.

- Updated Daemonette battlesprite and ability sprite linking. The "spawned"/weaker Daemonette retains the old battlesprite.
- Added Kill Tokens for Hedonite, Demimonde and Dire Daemonette corpses.
- Added Slaanesh Ships and Bases (see MAPS segment). Slaanesh Infiltration, Supply and Base Building missions etc now broken out from the rest. Small chance of some Slaanesh lists hitching a ride on other chaos ships still.
- The Slaanesh Base will generate special Slaanesh Terror Missions (using a Slaanesh ship) instead of sending out Khorne Defilers.
- Reduced chance of Slaanesh appearing on normal terror missions to compensate.

- Added new corpse for the Putrifier + Kill Tokens.
- Most Nurgle units now have regeneration of some kind based on their current hit points.

- Bloodletters regain most stats on kill and damage.

- Swapped out some white shirt unarmed infected Ogryns for more heavily armed Orange versions in existint GSC lists.

- Added 2 new variant buildings for industrial urban and cult missions.
- Added Slaanesh Terrain Tiles and full map sets for both first and second level Slaanesh base.
- Added Slaanesh Ship Terrain Tiles and 7 ship variants (pretty basic variants of the usual chaos ships, different decor though).

- Added Shrine Terror missions to HARD Terror mission selection, these will now appear for all factions and after mid-tier research.

ROSIGMA 2.0 - Patch Notes (2022-11-15)

**Requires OXCE 7.7.3**

- Removed voice clip 3714 for moving with the player tzeentch armor, clip too long.
- Blight Spewer weapon can now be recovered.
- URBAN28 Height 9 crash.

- Lowered armor vision range (day) to cap out at 40. Mostly affecting some enemies and turrets/sentinels that had 42, 45 or 60 vision ranges. This should result in slightly better performance. Raised anti-camo some on the Sentinels and turrets to compensate.

- Changed to now be a chance to trigger depending on level of overkill (damage), now also includes Fire, Plasma, HE, weapons in addition to Melta. If successfull, will stop transforming enemies (vaporize).

- New custom Scion lines (including special attack lines for hellgun and volleygun variants), voiced by ErraticDeviant.

- Gave the Dread Assault Cannon 500 rounds built in, instead of using normal assault cannon 100 round ammo.

- Added Slaanesh cultist Demimonde ritualists and civilian Hedonist sacrifices. Variant of these cultists added to early Slaanesh race lists, armed with slaanesh laspistols and autoguns.

- Added Nurgle Cultist and Cult Leader Ritualists for their sacrifice missions. They can be found in Nurgle Sacrifice rooms.
- Added Nurgle Blight Hauler (art by XOM) tank as a 4-tile CSM-list terror unit. Armed with multimelta and missile launcher (similar to Servitor) + a melee bite, it has tough front armor but weaker rear.

- Added Tzeentch Ritualists and Cultists for their sacrifice missions, based on existing units.

- MOUNT(ain) terrain pack reCovered, a few new variant map blocks that offer a little more cover for tactical gameplay.
- INDUSTRIALURBANCULT expanded with over 30 new 10x10 and 20x20 Grover Haus Engineering certified cult sacrifice buildings and decoys, with some new surprises and Chaos cult specific rituals. Difficulty has more variance, so stay on your toys - the forces of chaos are not to be underestimated!
- Adjusted a lot of civilian only nodes on these map blocks to allow for enemies, you'll now see a better distribution of these units (although some highway lineups will be present, depending on randomized block distribution).
- Formerly mixed Sacrifice rooms have been made Bloodletter specific.
- Fixed XCOM coded nodes in the Brick Temple map (industrialurban 20) and added 2 new variants of this small temple building.
- Summoning missions have been expanded with 8+ more chaos god specific maps.

- 2 new GEO tracks, 3 new Tactics tracks. Named Craven, Durandal, Soil Control, Knight of Fire and Omega. From Ground Control and Xenogears.

ROSIGMA 1.09 - Patch Notes (20220804) + 1.09B (20220927) + 1.09C (20221016) + 1.09D (20221101)


Summary images of new content:

Patch Notes 1.09


- New Beastguard Heavy Armor and Slab Shield armor
- New Adeptas Celestian and Sacresant Armor (+Gunshield)
- New Jump Armor script
- New Ranged Dodge script for agile+airborne units (airborne only gets ranged dodge% while in air). Doesn't protect vs AoE.
- New Gravgun script for scaling HP damage with armor value
- New Necron Get-Back-Up Mechanic and units, vulnerability to melta weapons (causes overKill).
- New Light Meltagun and Lascutter weapons (all factions)
- Adeptas Skull Servitors given Analyze
- QoL: Weapons tougher to reduce item stack wipe (does not apply to ammo!)

1.09B Update notes
**Requires OXCE 7.7.3**

- First phase new Eldar 40k v33 update integration.
  Eldar armors given suitable dodge values.
  Eldar armors given updated personal lights values.

- Improved movement range for jump packs while flying, reduced TU cost.

- Buffed Portable Multilaser versions, slightly better range and 2 more shots (12 total, up from 10).

- Raised Repair Rates of ground craft to 10 (usually 4-6) and aircraft to 5 (from 1).

- Malthus Light Lascannon buff: accuracy +10, TU cost -5 (now 2 snap shots possible if not moving). Power +10 dmg, toHealth +10% and power drop off +6 tiles (now 16).

- Buffed armor (Front, Sides, Under to 200-260). Venerable Dreads (SM and GK) are stronger.
- Buffed Health (to 100-120, max 150, from 50-70) for the FALLEN SM/GK Dread Pilots

- Buffed SM Assault Cannon, higher rate of fire (10 rounds auto) + small accuracy bump and TU cost reduction.

- New Enemy Unit: Deathguard Plague Spewer, armed with its namesake weapon. Sprays foul TAINT everywhere. Think flamethrower but with ACID damage. Ignores 40% of armor and does lot of fatal wounds. 

- New Weapon, Ork Chainsword.

1.09C Update notes:
**Requires OXCE 7.7.3**

- Minor sprite correction to Slaanesh Missile BigOBs and Adeptas Assault Cannon
- Adeptas Galgalim Assault Cannon bigOB adjusted to show correctly in the inventory when equipped.
- Adeptas Castigator AC turret battlesprite position adjusted
- Plague Spewer Handob will now display correctly
- Webpistol handob updated to not overlap with the Handcannon index.
- Unit UI sprites updated with the new Eldar UI mini-me.
- Missing vanilla Eldar Craft Equipment language strings.

MAP Updated:
- The Space Hulk top floor has been modified, as has the second level core area to make it a little harder to rush.
New GSC spawn ins will be defending the core (Any present Orks may or may not take note of them).
Spawn in Timers tightened 1-2 turns.
- Added 8 variant first level Space Hulk maps, with different approaches, changed rooms and some surprises. Each map has its own timers for spawn ins. The trickier layouts have more genrous timers.
- URBAN08, Deserter Hideout base map updated, also added URBAN19-27 which are variations on URBAN08 with different rooms and layout + 2 larger map blocks. Deserter Hideout map generation increased from 50x50 tiles to 60x60 tiles. A larger % of units will spawn indoors.

- Updated Plague Spewer with animation script and new floor corpse.
- Added custom color index for vaportrails to enable green goo hosin´ from the Plague Spewer.

1.09D Update notes:
**Requires OXCE 7.7.3**

- Added missing battletype 2 to lascutter ammo that prevented the items from being loaded (applies to enemies using it as well).
- Yarrick and Commissars power claw hand switched.
- Made Autogun mags buyable for all imperial factions.
- Gave the Tzeentch Witch laspistol ammo instead of lasgun ammo so she can pew pew.
- Removed 2x2 size spawn nodes from indoor locations on some of the new maps. Alas, no more Deffkopter Corridor.

- Lowered basic outpost maintenance cost to 300k from 600k/month.

- Taurox turrets now have improved rear firing arcs.
- Guard Gamer Chairs now 25% cheaper.
- Made all Guard wheeled guns tankier in the front and side armor, add 10% resistance to small arms fire and a +20 health bonus for the guardsman using it.
- Updated Penitent Guard to have wider (lower) stat distribution compared to normal Guardsmen. Slightly worse shooting stats, but better strength and melee skills (that prison yard workout routine). Normal Guardsmen do cost a fair bit more.

- Can now buy Autogun ammo from the start.

- Researching the Radical Road will now trigger an event that gives a free Corvus Blackstar Token + a fireteam of Inq Storm Troopers as reinforcements.

- Buffed Eldar soldier stats for all types. Farseer stats unified (can still get them 2 different ways).
- Buffed Transport: Added 6 slots to the player Wave Serpent (external), +1 possible vehicle (platform).
- Hulk Farseer no longer required to wield the Mirrorsword. Lowered Strength Requirement of the Mirrorsword to 30 from 60.

- Added Space Hulk lvl 1 variant maps HSHIP9 to HSHIP11 with longer spawn timers. Added a missing roof segment to HSHIP6 (no gameplay effect). Added URBAN28, another 20x20 map to the Grover Haus rotation.
- Updated Routes for URBAN24 and 25 to not allow large terror units indoors.
- Added GRUNGE20-25 variant map blocks to the second space hulk level.
- Remote warehouse maps can now serve as Deserter Hideouts.
- ReCOVERS: Added additional cover to very open map blocks in Desert, Forest, Jungle, Polar and Hangar/Airport.
- Added 12 new UFO variant maps for CH02 and double tower layouts.

Latest Hotfix:
Checkout the Discord for hotfixes.

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: December 27, 2022, 10:39:15 am 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.