ROSIGMA version 1.04 is now up!
ROSIGMA 1.04 (20210902- Fourth Update Patch)
Works with 40k Version 030.
Bug fixes:-Corrected sprite errors with the Heretek battlesprite
-Corrected sprite errors with the Melta Beamer handOB
-Added support for 40k 030 unitSprites.
-Fix for weapons loadout dualwielding (re)introduced with 40k 030, using livingWeapon to ensure the units load with their own loadouts.
-Gave the Genestealer leader a weaponLoadout.
-Gave the megarmor nobz ammo for their twin shootas at the highest tier (previously missing).
-Corrected a couple of pricing errors for live captures and corpses that would bring huge amounts of dosh. Adjusted some prices downwards and a few up to be more in line with other prices.
-Corrected the loadout of the Elite Heretic Sister, who previously held two lascannons (and a third somewhere else).
-Corrected Firstborn Marine strategy not disabling Primaris strategy.
-Drop pod requisition is now manufacturable (for the initial one).
-Added explosionSounds and hitAnimations from X1.pck that were missing for some enemy spawner grenades.
-Removed hair and face color script code leftovers from enemy sisters that could cause issues with their pixels.
General Changes:-Unified Unit stat ranges with 030.
-Increased the loftemp size of Marines and Terminators to 4 and 5 respectively. This means Terminators will be as easy to hit as Ogryns, and Power Armor Marines will be a little easier to hit than guardsmen or sisters. This goes for both player armors and enemies like CSM, Terminators, Havocs etc.
We've not touched Primaris yet, that's coming with a later overhaul.
-Added morale loss reduction/boost to various enemy units. A Chaos Penetante will cause very minor morale losses for other Chaos units, while enemy leaders will cause more Morale losses.
-Added Panic immunity to some enemy terror and high end chaos units.
-Added Mind Control immunity to some enemy terror and high end chaos units.
-Buffed health of enemy Ogryns to 130/140 range.
-Changed enemy Ogryns to lofttemp size 5 from size 3 to equal player Ogryns. They are now easier to hit! This offsets some of their increase in health.
-Added some mixing Ufopaedia entries for recently added Chaos weaponry.
-Reworked enemy deployments for the new enemy lists, see NEW notes below.
-The Value of base Space Marine soldiers has increased by 10 points and by 20 for Terminators.
-Buffed the Juggernaut health by 100 with tu, stamina, mind control resistance and armor recieving small buffs. They also have leeroyJenkins now, so these big doggos will be more aggressive.
-The Chaos Juggernaut is now extra stompy (sfx).
-Lowered heatvision for some enemy units. Its now slightly safer to use smoke, don't stand too close to the edges and expect to be invisible however! Recommended to keep at least 4 tiles of dense smoke between you and the threat.
Be aware, that enemy Sentinels, Daemons, Psykers, Power Armor enemies and Sorcerers are not particularly impeded by smoke. This goes for the new Blackstone Stormtroopers as well.
Ork "Techy" units like mekboys, burnas, kommandoz, flashgitz, megaarmor users have heatVision values in the 10-30 range.
-Removed or lowered psiVision for some enemy units.
-Increased the effective range of enemy lascannons and longlas to slightly above 20 tiles (from 16/18).
-Added some armor damage for the alien grenade.
-Added a 10% damage buff for the chaos Heavy Stubber.
-A 20 point nerf to the Slaanesh Dominion armor.
-Changed Plaguebearer spit to have a small AoE effect and energy drain.
Adeptas Changes:-Dropped stats requirements for Novice promotion.
-Lowered some max stats and training caps for Adeptas (across the board). Still slightly higher than base 40k, but not quite as extreme.
-Moved Dominion halberd, power axe, dominion bolter, potestas heavy kombibolter and galgalim assault cannon to high tier (was purchaseable at midtier)
-Buffed Aimed range of Arche sniper to 25 tiles (was 18, 1 lower than snap).
-Introduced research for Hellspite/Mephisto midtier kombibolters
-Buffed the Harmonic Beamer Melta snap fire accuracy and effective range.
-Buffed the Harmonic Beamer and Potestas Melta anti-armor damage. Reduced range power drop off (after 12 tiles) by 30%.
Imperial Guard Changes:-More Damage Range for Imperial Guard Bayonets
-Added Vox Caster Armors (replacing Laser Designator)
-Revoked isPilotArmor on Guard Pilot
Price changes, right numbers are the new prices, left are the old:
Smoke drum 800 # 7500
NEW: smoke bomb 15000
Krak drum 800 # 10000
Frag drum 800 # 5000
Photon drum 800 # 6000
Inc drum 800 # 3600
NEW:New for Imperial Guard:-Normal smoke grenades got their blastRadius reduced by one.
-New Smoke Bomb: You get smoke bombs when you research smoke and ogryns. Weight is 20, cost is 15 000 credits (10x smoke grenades). Use where it's vital.
-Added Hologram Grenades that creates a decoy target that may confuse the enemy AI. Cost: 15 000 credits.
-Introduced a spotter/support gunner role (think of the tabletop two-man Heavy Weapons Teams) as a heavy weapons kit, to buff Heavy Weapons like Heavy Bolters. For full effect, the player will need to bring a weapon specialist team to truly make use of their heavy weapons.
"This heavy weapon toolkit supports any troops wielding heavy weapons with bipods. By 'attacking' the heavy weapon soldier, the toolkit finishes deploying the heavy weapon or enables the soldier to move again on the same turn."
-Added new Command ability to officers. Regimental Officers are capable of issuing battle wide commands. All commands use command points which depend on the composition of the commited forces. Depending on rank and soldier type, each soldier contributes to the command point pool. The higher the seniority the more command points they contribute. Soldiers such as Penitents or Ogryns do not contribute any points. The cost of a command depends on the number of all soldiers commited (dead or alive). Commands can only be issued by Officers.
Following commands can be given per turn. Only one command can be active per turn:
Blitzkrieg: The reaction score of all troops is increased. All enemies will be slower to react but will also react in greater force once they get the opportunity to do so.
Fix Bayonets: All troops will get a melee accuracy and damage bonus. The accuracy shown will not reflect on the actual (improved) melee chance.
Hunker Down: All soldiers will take defensive positions. Incoming damage will be reduced, even more so when kneeling.
Imperial Plasma Weapons now overheat. The bigOB of affected Plasma weapons will have the blue plasma gradually turn red as the weapon is fired. Note: This only updates on new turns. Firing several autoshots in a row will cause rapid overheating and within a few turns (maxing heat), the weapon to self-destruct. No fancy explosion possible yet, so it's just the gun that goes poof.
Enemy Weapons:-Added Chaos Hellguns and Volleyguns. These pack quite the punch. They sport new chaos flavored sprites.
-Tzeentch Flamers now have a melta alt-attack to offer more ranged threat.
-Added a heretical light bolter based on the De'az pattern to the Chaos ranks, replacing the normal De'az bolter. This Heretek modified version has a double tap snap fire.
Upgrading Enemy bases:-Cultist and Traitor Guard bases now upgrade their racelists with level. A randomRace system has also been introduced per level, so you may encounter some alternative lists of a suitable tier. This also means that the level 3 (highest) bases will be a tougher, while level 1 bases will be easier. Plan your raids accordingly.
Note, the first base of either Cultists or Traitor Guard counts as level 2 rather than level 1.
Some examples: Deserters, Traitor Squats, Traitor Guard Shock Force (elites), Blackstone Stormtroopers and more.
New Enemy Forces:Chaos Squats-Chaos Squats are introduced. They come in several flavors, Cultist, Traitor and Chaos. Cultist and Traitor are mixed in with existing Cultist and Traitor Guard lists, as well as a few new lists. Chaos Squats have their own dedicated raceList.
-Enemy Squats come in Leader (Cultist/Chaos), Ranger (Chaos), Heavy and standard configurations. Each with their own inventory sprites and modified battlesprites (resuing BigOB/floorOB for now).
They favor hotshot weapons, grav- and meltaguns. They sport more armor and health than their human counterparts, ranging from carapace to pseudo-power armor. They have low TU, but high stubborness and morale. They are not as skilled as CSM, and have lower throwing stats.
-Chaos Squat Exoarmor enemy added, Chaos Squats terminator tier unit. Slow, but very tough.
-Reworked enemy deployments for the new Squat lists, weightings have been changed for much of the early/mid game so you will encounter different mixes of enemies (the vanilla Cultist list has reduced chance of appearing as a result).
I´ve made new sprite sets for all of these.
Blackstone Stormtroopers-Added new Traitor Guard Blackstone Stormtroopers. They come in normal, heavy, sharpshooter, jumptrooper and elite versions. They use the new chaos hellguns, volleyguns and hotshot longlas, some plasma carbines and rifles. Powered armored player units can survive 2-4 shots from these weapons, just don't get too close.
-9 Racelists have been added that are all, or mixed Blackstone Stormtroopers. They will primarily arrive by month 3 but some of the easier lists can appear earlier (low %). They can appear in most mission types, depending on which Chaos faction they are mixed in with and they have a low % chance of building bases. You can find enemy commanders with these forces.
I´ve made new black and red stormtrooper sprite-sets for them. Sniper and Jumptrooper each use a different set.
Nurglings-Papa Nurgle has sent his best Nurglings to join the fray! These little buggers have a acid-blight spit attack and festering talons. Not particularly dangerous on their own, they can still pick off wounded troops and cause plenty of fatal wounds.
They can appear with low tier Nurgle lists (one new list has been added), as well as from "spawner" weapons and units.
Blight grenades and rockets will now spawn Nurglings near their impact area.
Most Nurgle units now carry Nurgling spawning grenades (on higher tech levels, Plaguebearer) that they will happily throw around. Better than getting hit by a alien grenade, perhaps.
Battlesheet by Xom and color adjusted by me, I´ve added new BigOB/FloorOB/Inventory art as well.
-Added a Nurgle Sister with a new spritesheet, that will spawn a Nurgling on Death, bursting forth to spread cheer and cholera amongst your troops! She can appear in most Nurgle lists.
Cultists and Daemon Undivided-The Chaos Cults have been expanded with not just Cultist Squats, but also Aspiring Champions, Dark Disciples, Dark Apostles and more! These form the elite members of cults and are better equipped, armored and trained than the rank and file chaff. Expect up to carapace level armor, better stats and more health than the normal cultists.
-A Favored Chaos Cult has been added to the racelist, well stocked with these new cultists.
It will have a few surprises.
-One new enemy type is the Neverborn Chaos (Undivided) Daemon, losely based on several semi-obscure daemons with no particular god-bent. Namely the "Blade-Thing", "Walking Nightmare" and "Warp Predator" from the 40k RPG rulebooks. They're shadowy (sneaky), dark, spiky and very very nasty to meet in a dark alley. A pretty good fit for the various undivided racelists.
They´re resistant to normal weapons fire, but energy weapons, meltas and fire will sort them out.
Unverified and Redacted Marine foes-Ultramarines have been spotted defacing imperial monuments, spray-painting imperial trams and hanging up indecent posters within our cities! This is most non-compliant behaviour with the codex astartes. Be alert if you encounter them and investigate.
New Enemy Lists:
As mentioned in all the new additions like Chaos squats, all the new factions have new raceLists that populate the world with missions, craft etc.
Existing lists are also remixed with some new units and frequency/chance of appearing changed. Older lists (if they're not the main CSM threats) are generally less likely to appear.
Frequency of the enemy Penetent legion and Slaangor lists for example has been reduced early game to make room for the new lists, leading to overall more variety in encounter types.
New lists:
9 Blackstone Stormtrooper related ones
5 new enemy (Chaos or otherwise) Squats lists, one being mixed with Blackstone.
1 New early cultist list
1 Late game cultist list
1 new Nurgle one (early game)
1 New Elite Traitor Guard list
1 Neverborn Cult list
2 new Slaanesh lists
4 Redacted lists of Redacted Force of Redacted.
Probably a few more I've missed, and I don't want to mention too many details for sake of you discovering them (and their fun, wholesome, surprises) yourself in action.