Releases: BeatAroundTheBuscher/ROSIGMA
2.3
UPDATE 2.3 NOTES:
FIXES:
- Fixed a script issue from 40k that caused STR_GENE_HIVE GSC Hive map base to never spawn. It can now be spawned during the first 7 months of the year with a 25% chance. Several ones can spawn. Once spawned the base will generate GSC related missions at a low frequency.
- Fixed Commands linking and activating the wrong command type and benefits, or no command at all.
- Fixed Hunker Down protection not carrying over into enemy turn.
- Fixed enemies also benefiting from Fix Bayonets.
- Abhuman Strategy can now buy medic carapace for Beastguard as intended.
- Inquisition Multimeltas no longer recoverable/removable.
- Fixed Juggernaut and Valkyrie Leeroy AI issues by removing the ranged aspects of their melee weapons.
- Removed a low object blocking a corridor on certain Space Hulk part 1 maps.
- Solved a glitch with the GIBS system for the non-standard Gretchin spritesheet.
- Fixed some bugs with the Tzeentch corpse system, correct names and reward should now be showing.
- Geoscape silenced Deathwatch and new Crassus craft.
- Added height values and deathSound to &STR_TURRET_DEFAULT that could cause some LOS issues.
- Fixed some multiplication error Kill Token rewards for certain mission types.
CHANGES:
- You now unlock Chaos Path research option by interrogating Alpha Legionnaires.
- Added code infrastructure for shield breaking/penetration traits/tags. Exitus shield breaker rounds now break shields.
- KHORNE: Made Valkyries slightly better and more aggressive.
- TRAITOR GUARD: Made the Chaos Sentinel Rocket pods different; Incendiary pods are longed ranged. Krak pods have an 8 shot burst.
- TZEENTCH: TZ Inquisitors now have some Tzeentch magic at their disposal, replacing their previous guns.
- Early Tzeentch cultist/mutant lists have been pruned of Blue Horrors and Witches. Still some around in leader roles in certain lists, but their numbers are greatly reduced. Other daemons have taken the terror slot. You should encounter fewer psyker attacks in month 1-2 of fighting Tzeentch as a result.
- Early Tzeentch Traitor Guard lists can now show up for Tzeentch terror missions.
- Updated Tzeentch bird-mutant battlesprite to be closer to its inventory art.
- Basic flamer and incendiary grenades now do some item damage for destroying bodies and other things.
- Tweaked some weapon visual effects.
- Photon grenades use the new grenade standard throw range and TU costs.
- Added movement and aggro sounds for certain units.
- Added infrastructure for Flat and Percentile dodge reduction tags.
- Removed copy pasta from Eldar Grenade.
- Standardization of krak explosives RE: Item and Tile damage.
- Enemies can now surrender if all surviving units are panicking.
- Accuracy 50% penalty added for most weapons that don't have LoS on their targets. Weapons that are meant for indirect fire have a reduced penalty.
- DAEMONS: Standardized Daemon senses to be minimum 40 darkness visibility, 33 heat vision and 5 psi vision.
- Enemy Weapon Tech Levels/Loadouts: First months changed to be exclusively tier 0-1 and then tier 2 starts creeping in for the midgame, late game it's all tier 2-3. Previous setup was like OG X-Com where heavy plasma has a 10% chance of appearing in month 1 and the lowest tech keeps appearing late game. This means a cleaner ramp, easier early game and harder late game. You'll also find plasma weapons rarer in early game (3-6 months).
- Token cost for Orbital Strikes increased from 200 to 400. Monetary cost increased to 1 million.
- Gas (stun) Shotgun shells now ignores 75% armor instead of 40%.
NEW ABILITIES:
- Integrated Filips DIG IN submod for Guard. Most guard units (exception Penitent/Ogryns) get the "Dig In" ability button (top right in the UI). At the cost of 50% of a units TU, this grants them a bonus while KNEELING similar to DODGE, where a FRONT "hit" does no damage if the Dig-In bonus is triggered (50% chance for first "hit"). Follow up hits that trigger the bonus reduces the chance to trigger it by 10%, until it no longer grants the bonus.
- Dig In does NOT protect against melee or rear attacks. The bonus is lost if the unit moves.
- Units that have the ability activated display little sandbags (Red Alert 2 style) when kneeling.
NEW TURRET RELOAD SYSTEM:
- Turrets now have a reload system. Most turret weapons expend the Munitions resource; when this resource is completely exhausted they will require a variable number of turns to reload and restore their Munitions (usually 2 but can be longer; typically higher for more potent weapons). A turret can be reloaded manually with their reload ability which zeroes out their Munitions; useful during a break in the action.
NEW WEAPONS:
- Imperial Navy Auto(gun)carbine: Carbine version of the Hi-Grade Autogun, requires STR_BALLISTIC_WEAPONS_HIGHGRADE.
- Autoshotgun: High-Quality Automatic shotgun, lighter version of a ripper gun. Buyable at the Trade Market.
- Combistub-plasma Pistol: Plasma pistol with underslung stubpistol.
- Heavy Bolter Solar Pattern: Hand-held "light" heavy bolter without a bipod for arbites/guard at Ceramite tier.
- Hybrid Stubber: Kombistubber, heavy stubber + underslung grenade launcher
- Jawsnapper: Powered Knuckles, early powerfist/for normal humans.
- Plasma Rifle Sequana pattern: House Escher Plasma rifle that serves the DMR role. Higher ammo consumption, lower rate of fire but better accuracy at range vs the normal Plasma rifle.
GUARD:
- Crassus heavy transport craft from 036 integrated, updated speed, refueling and availability values. Available at mid-tier for guard. Can bring 4 large units like the Sentinels.
- Changed the starting Boltpistol (Ceres) to a Light Boltpistol (and ammo).
- Kriegers now have additional psi resistance in proportion to current morale and higher low end recruit Bravery.
- Kriegers starting max strength and training cap upped to match normal guardsmen (+5/+10).
- Kriegers now get higher initial Bravery and all Krieg armor types get Krieger Mind Control resistance as they should.
- Mortar nerfed; reload TU cost increased to 30% up from 15%. Firing TU cost increased to 55% up from 35%. Gets nifty loading sound.
- Officer promotion now requires "Battle Tested" (1 month service, 3 missions, 1 kill) commendation and bravery 50+. Token cost raised to 200.
- Other commendations updated to require ENEMY kills rather than... any kills.
- Battle Cannon will no longer reaction fire (partially a nerf, and partially to keep you from blasting your own dudes in the way).
- New Cybernetic Bone 'ead Ogryn armors (see bellow for details).
- Abhuman Strategy now have access to Veteran promotions for any rescued guardsmen at mid-tier + their Officers.
- Abhuman Strategy now have access to Penal Troops.
- Beastman infection/corruption resistance reduced from 50% to 33%, but now have 33% faster wound recovery time.
- Felinid Flak/Medic and Carapace armors TU nerf reduced.
- Psyker Token Cost increased from 120 to 500.
- Veteran promotion Token Cost decreased to 50 from 60, buying a new Veteran costs 100 and 150k cash now to make it more rewarding to train and promote your own guardsmen.
- No more free Honor Tokens just for researching Psyker Requisiton.
- Added Harakoni Jump Carapace armor
- Added Carapace Scanner Armor with improved night vision and motion detection.
ADVANCED CHIMERAS/LEMAN RUSS
- Initial integration of Filips Advanced Chimeras submod. Only applies to standard Guard Chimera convoys and the Tank Convoy.
- Note: Does not include rear doors (due to normal AI not being able to handle them).
- Note: Used the new turret reload system, so the sponsons are not as powerful as in the submod.
- Chimeras now have a working front sponson bolter that can be destroyed.
- Chimeras now default to a gun-less turret type and can be outfitted with a number of different turret types. You buy and equipping (in the craft inventory) different turret types. Multilaser, Heavy Bolter, Battlecannon Chimedon, Heavy Flamer and autocannons are the current turret types. If the turret is destroyed in mission, you lose it (cash loss! and a reason to not camp too hard inside your transports).
- Note: All such turrets will show up in end mission stats as "Equipment/Allies of Man Lost" for 0 score even if they aren ot destroyed.
- Leman Russ now have side sponsons (heavy bolters, heavy flamers or heavy meltas) and a front sponson (lascannon or heavy bolter).
- Leman Russ can now swap its main turret type between Battlecannon, Twin lascannon, Punisher Cannon and Heavy Plasma (the later two restricted to ceramite+ tech).
- The Twin Lascannon power output has been standardized to other mounted lascannons vs the submods higher value.
- As all the new sponsons add a lot of firepower and additional targets for the AI to focus down, the armor/health values of the sponsons have been reduced from Turret Level to be easier for the enemies to destroy.
BONE'EAD OGRYN
- Added Bone'ead Sergeants. These are Ogryn squad leaders and provide 4 Ogryn specific buffs with targeting similar to the Commissar's Inspire. The power of these buffs scales with the Bonehead's Bravery and Devotion:
Get Em!: Improves the target's Strength and Melee Accuracy until the start of your next turn.
Gotta Go Fast!: Reduces by up to 50% the Energy and TU required to move into a tile until the start of your next turn.
Getta Grip!: Restores Morale and may increase the target's Bravery until the start of your next turn.
Shrug It Off!: Removes Fatal Wounds and grants % damage reduction until the start of your next turn. Effectiveness scales with target's Morale. - An Ogryn must be Battle Tested and have 50+ Bravery and 30+ Psi Strength to be a viable candidate for the BONE Surgery. This Surgery takes 1 week to complete. An Apothecary Bay facility is needed at the base where the surgery is to be performed.
- The Bonehead Surgery requires...
2.2A
UPDATE 2.2A NOTES:
FIXES:
- Crash Fix: Missing INDUSTRIALURBANCULT31M.RMP.
- Crash Fix: Live Alien capture set for STR_TZEENTCH_ZEALOT_THRALL_RITUALIST
- Adjusted mini unit preview art for Inquisition storm troopers that had part of the white border visible.
- Enabled the new Craft Bolter Ammo (same as bike twin-linked heavy bolter ammo) and removed the old version to match 035.
- Set several vanilla Chaos Marines to 1 psiSkill, to avoid them getting vanilla OXCE values.
- Change two slaanesh scouts to appear as mediums instead of small on radar reports. Various other size upgrades on radar return for other UFO/Crafts.
- Scion Officer Carapace ufopedia fix.
- PDF Flak Armor appearing everywhere fix
- Female Imperial PDF now with different inventory sprite from the male version.
- Added Deathwatch variant armors to personal_lights.rul so they don't glow in the dark.
- Added resistances to Tzeentch magic to their own armors.
- Some GFX improvements for Tzeentch faction abilities.
- Removed voice line 3816 when moving male Scions, which would play 1 minute of voice clips.
- TU carry over script updated for temp over to_time (halved %), stun-lock incidents should now be greatly reduced.
- Added missing RandomType+FireBlastCalc to Redeemer Shells and LB Inferno Ammo
- Moved some chaos weapons into the chaos -pedia category (previously under weapons and equipment).
CHANGES:
- TEST: Visual Indicator of hits. Units flash red if they've taken health damage, or white if they've only taken armor damage. The more intense the red flash, the greater the damage dealt.
- Added more mission types to the starting month script to increase variation of enemy lists encountered (not just normal cult/tzeentch cult).
- Removed promethium cost from HB_clip, makes existance more tolerable for Grey Knights.
- Faster Rhino refuel rate so it doesn't take 3 days to refuel.
- Vostroya Autofire reduced to 2 shots, but made more accurate.
- (Heavy) Lascannons reload speed standardized to 30 TU (slow to reload).
- More bolters have access to Kraken and Metal Storm rounds.
- Ultra Pattern Boltgun (available in the trade outpost) improved to be inbetween normal and mastercrafted pattern.
- ENEMY BASES: The bigger the base, the bigger the reward for destroying it, and the greater the penalty for aborting. Abort penalties are half the point rewards. Abort penalties are meant to counter base farming.
- Penalties for enemy Bases operating around the world updated (was already a thing, but weaker):
Bases now penalize score per day equal to X^2 where X is equal to their base level, capping at -20 per day.
Level 1 Base: -1 point per day
Level 2 Base: -4 points per day
Level 3 Base: -8 points per day
Level 4 Base: -16 points per day
Level 5 Base: -20 points per day
CSM and Necron bases count as being level 4. This is meant to feature base proliferation as a soft lose condition.
- Grenade changes: Smoke, Frag, Phosphor, Melta, Hologram, Eldar and Krak grenades made slightly lighter (-1 weight from previously) and cheaper to prime and throw. Frags and kraks can be primed and thrown in the same turn (30-40% TU cost per action). For frags, 60% of TU cost instead of 80% previously. Proximity and Krak grenades cost 70% of TU. Heavier grenades cost 10% more TU to throw and the Melta bomb costs 80% TU to prime and throw.
- Sound-effects added to indicate priming/unprimed grenades.
- Lighter weight means they can be tossed their maximum distance by lower strength units.
- Frag grenades now do less item damage (-75%).
- 40mm launched melta grenades preArmor damage improved. 50% of 90 power in armor damage.
ADEPTAS:
- Adapted Adeptas Sentinel variants for Drop Pod use (less prone to seriously injuring the pilot on drop).
- Melta-lance Sentinel improved. Slightly better armor and better attack range (harmony beamer melta type).
- Arche Sniper Rifle max range 35 removed.
- Stormbolter Turrets for Adeptas Drop Pods.
- Lead by Example nerfed; no longer provides healing and has a stun cost. Fixed some bugs with it.
- Dominion Strategy Adeptas can now requisition Inquisitorial Stormtroopers.
- Mid-tier Light Bolters Mephisto and Hellspite can now use Elohim AP bolter rounds.
- Added ammo-crafting recipes.
- The Dominion Power Axe and Zweihänder now does plasma damage-type like other power weapons.
- Adeptas Spirit of the Martyr miracle now removes all corruption/infection damage.
- Adeptas Thunderbolt accuracy improved.
ASTARTES:
- Stormbolter Turrets for Drop Pods.
- Fixed some bugs with Marine faster healing.
- Some general Thunderbolt stat standardization as all factions.
INQUISITION:
- Cost of Inq Stormtrooper requisition increased from $100000 to $250000 and from 120 Honor to 150 Honor.
- Inq Stormtroopers are now droppod compatible.
- Xiphon given 1 armor, 5 dodge, 5 hit bonus and repair rates on par with other basic interceptors; less speedy and maneuverable but more accurate.
- Greyknight armor given immunity to psi-attacks and infection.
DEATHWATCH:
- Tweaks to resist and zombiechance.
- Adjusted Inventory slots for DW Devastator Armor.
- Enabled MK7 Apothecary armor for DW.
GUARD:
- Officer's Sword Inspire ability now has a significant Stun cost and has a slight increase to its morale cost. Minor devotion scaling added.
NECRON:
- Gave the two new Necron units in 035 relevant Necron script tags and dodge values for the Scarabs (Still flimsy).
- Necron Scarabs now self-destruct when destroyed in a powerful fragmentation explosion.
- Lychguard Dispersion Shield now has snap shot mode for improved reaction fire.
TZEENTCH:
- Tuned down PsiSkill values for low tier cultist members and blue horrors, witches and cult leaders/commanders are the primary psi-threat.
- Blue Fire made less direct damaging and more debuffing.
Available, Chill Mode files (see the discord):
- Delayed enemy item tech level progression to 24 months instead of default 12 months.
- Changed enemy races scaling to a 24 month cycle. 1: -> 2:, 2-> 4:, 3:-> 6: etc. Shift everything but month 0 entry.
- Set enemy count to 75% or so by lowering alienDeployments numbers and slightly lowered mission generation frequency from enemy bases.
- Disabled Hard Mode trigger for all player factions.
2.2
UPDATE 2.2 NOTES:
Requires OXCE 7.9. Works with 40k 035
FIX:
- Some Loading fixes for the Ork Teleporta gun / Shokk Attack Gun, Nurgle sneezing attack and gravcannon ammo.
- STR_SLAANESH_BASE string added.
- Surface base generators are now immune to infection and intimidation.
- Nurgle unit spawner grenades now have proper reductions to their health damage.
- Bughunt Mode tweaked to trigger at 5 remaining enemies instead of 3, and with possibly lower TU (example: Squats).
- Valkia Shield now less open to being man-handled by non Chaos followers (added restrictions to using it).
- Stopped recovery crash of a tzeentch ritualist unit.
- A DW Blood Angels Tactical Armor set was available to non-marine units, added a missing limitation.
QoL:
- New Flavor Names for outposts and sectors.
- Updated all Gibs graphics for existing scripted units that can gib.
- Added dozens of squishy gib graphics and units affected by the gibbing script. Includes deserters, civilians, Adeptas, GSC, Orks & Gretchin, chaos flavor cultists etc.
- STR_LIGHT_BOLTER_AMMO_SHORT: "Short Light Solo Bolter Mag" clarified.
- Added Corruption/Infection and Intimidation Metrics to Stats for Nerds
- Updated STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT and STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT text to make it clearer they can be reclaimed if the enemy chaos base is destroyed.
- Lowered research cost of some corpses and live captures.
- Rearranged order of Enemy race lists (will change in the battle mission gen).
- STR_TELEPATH_STAFF_UFOPEDIA added with clarified text of the read mind and panic attack abilities.
CHANGES
- Set extendedExperienceAwardSystem. true with the new OXCE update. Several changes, xp gained by hitting enemy units (not neutrals), i.e you cannot train on mind-controlled aliens anymore, throwing experience also gives some secondary stat gain. Smoke counts, stun counts and shotgun pellets counts as 1 hit.
- Thunderbolt interceptor improved; gained 1 armor, 5 evasion, 500 fuel capacity and 3x repair speed. Acceleration reduced from 5 to 4.
- Hull Plating extra health reduced from 250 to 50; armor increased from 2 to 3; intended to reduce the equip times substantially and improve its niche at tanking low level threats without repair downtime.
- Standardized webber ammo stats (buff) to be in line between pistol and heavy webber.
- Added Incendiary rounds for the Ripper Gun; these are most effective versus lightly armored targets, and for illuminating darkness/defeating camo.
- Allowed Servitors on Taurox.
- Lowered first 4 months Space Hulk Mission chance by 20% (50->40).
ADEPTAS
- Upped stun damage for Adeptas Lead by example, halved healing to make it less OP.
ASTARTES
- Terminators recover from wounds as quickly as their Firstborn brethren.
- Added "Throttled" Assault Cannon Mode to allow more flexibility in deployment.
ARBITES
- Marshall Armor buff, more in line with custom human sized power amor/mastercrafted carapace, stands up a little bit better in the end game. Front armor 110 instead of 90, side armor 100 instead of 80, rear 70 instead of 60.
GUARD
- Custom Scion Jump Armor sprites added.
- Updated Regiment Training Mission for all soldier types (even Adeptas are now invited).
INQUISITION
- Added Jump Armor for Stormtroopers.
- GKs now get Force Halberd research automatically.
- GK Chaplains get Inspire and 40 Devotion at Captain rank.
- Fixed spawned Thunderfires having recoverable shells.
- Fixed Tome of Speed. Causes some stun and morale damage to prevent OP over-use. Now scales with psiSkill instead of bravery.
INQUISITION - DEATHWATCH
- Updated Soldier stats for ROSIGMA. These guys are veterans, so they have better random stat distribution on recruitment, higher bravery etc. The various chapters have slightly different odds of stat boons (+5 here and there, nothing huge).
- Integrated v035 Deathwatch Armor sets (about a dozen) with ROSIGMA stat lines. Includes anti-stealth, armor values and resistances etc. Salamanders get special fire/melta resistance.
- Integrated new DW Weapons with ROSIGMA stats balancing. DW Weapons are a notch above in terms of quality, which is reflected in some weapons.
- Integrated new DW Craft variants with ROSIGMA stats. Improved repair, speed and refueling time.
- Updated DW craft manufacturing costs with ROSIGMA balancing.
- Updated new DW Armor manufacturing costs and kill token balancing.
- Added STR_RIFLEA (Artifex Pattern) and renamed STR_RIFLEB back to ULTRA pattern. Updated starting care package events for DW to reflect this. RIFLEA is DW exclusive, similar to Stalker pattern but tweaked for auto-fire (Slightly worse at long range).
ELDAR
- Gave STR_SHURIKEN_CLIP, AUX_STARCANNON and AUX_DOUBLE_STARCANNON some ToArmorPre (armor damage).
NECRON
- Necron Weapons (Gauss Flayers/Blasters) Getting Missing Autofire; Weapons Improved Tabletop Accuracy. Gauss Cannons now suitably powerful.
- Necron Scarabs added as Terror Unit.
CHAOS
NURGLE
- Nerfed Nurgle Spits and Sneezes direct health damage. Several hits will kill a guardsman, but it's more about damaging armor and debuffing with corruption.
SLAANESH
- Slaanesh Traitor Guard forces added with spritework by Xom and Leflair. Includes flak variants, carapace, officer and commissar (commander). Equipped with slaanesh flavor lascarbines, lasguns, longlas and plasma pistols. The Perfect Guard have a very small 1/turn dodge chance and higher reactions than their counterparts.
- Filling out their forces are Slaanesh contingents of turned novices, devotees, cultists and slaangors.
- Added a Slaanesh Sonic Platform, merging chaos and xeno technology, for the Slaanesh Traitor Guard and Slaanesh lists.
- Added Slaanesh Chimeras with custom turrets, including a Sonic Cannon variant (not as strong direct damage as the Havoc version).
- Added a Slaanesh Escher-derived lasgun (using slaanesh las cells) and reworked the tanith-one to act as their longlas. Slaangor, Cultists and Slaanesh Guard requipped accordingly.
- Added a Sonic Gun, equipping the Slaanesh Carapace Stormtroopers/Veterans, and replacing most of the Choir Guns that Slaanesh Sisters had. It does half health damage of the Sonic cannon, has halved armor penetration, but causes some time unit/energy damage.
- Added Slaanesh Traitor Guard lists to randomized defenders of Traitor Guard bases and patrols. They can also carry out certain mission types.
TZEENTCH
- Added Tzeentch Chimeras with custom turrets, equipped with heavy bolters or Tzeentch heavy flamers.
2.1
UPDATE 2.1 NOTES:
Requires OXCE 7.8. Works with 40k 034
FIX:
- Removed redundant orbital strike handsprite.
- Hangar Requirement Issue for Outposts preventing buying of craft at outposts.
- Holographic Guardsmen are now immune to zombification.
- Wallfix, URBAN04.MAP
- Ammo sell cost update to fix a INFINITE MONEY exploit. Melta Ammo now less lucrative to mass produce. Trade goods profitabiltiy improved instead (outpost).
- Support Servitor, Chimedon, Castigator, Exorcist and Damocles turret energy regen fix.
- Adeptas autogun melee sound and animation now reference the correct index.
- Tarantula turrets can now no longer run around all willy nilly.
- Added Missing Kill Token rewards for Deathskulls Orks and the basic Ork Boy.
- Made the main menu art palette compatible with all submenus.
QUALITY OF LIFE:
- Streamlining of Guard armors in the store for Abhuman units using Flak/Carapace. Buy one type of armor and units equipping these armors will switch to the appropriate version depending on unit type. Reduces store clutter.
- Changed craft carrying capacity for HWPs, now using the more specific maxLargeUnits: function of OXCE instead of "Vehicles".
- Translatable script messages
- Improved Heavy Weapon Toolkit description
- Manufacture Categories implemented for many manufacturing projects.
- Valkia corpse naming clarified vs live captures.
GRAPHICS:
- Edited the RED palette to be more saturated at brighter values (top 8 or so). This means less pink Blood Angels, and more bloody gore!
- GIBS proof of concept for overkilling guardsmen with physical weapons. Splat! Limited to Flak Guardsmen right now. Expanded GIBS also include getting Necron Flayed and BBQ'd by Flamer weapons, leaving a nice ash pile.
- Added particle trails to Nurgle spit/puke and spewer attacks.
- More HEAT adjusting bigObs added for various plasma weapons.
- Various handOB fixes/improvements.
BALANCE/MECHANICS:
- Hologram Grenades can now be batch produced for 10 killpoint tokens per grenade (batches of 10).
- Infection Rebalance, Reduced the insta-zombification chance of most things across the board further.
- Slightly reduced the infection removal amount of the medikit heal function; now 5/10/20 instead of 10/20/30 for research levels 1 to 3.
- Added faction attribution to infection; units that succumb to player caused infection/corruption don't spawn hostile units.
- Slightly rebalanced several infection causing weapons; most notably gave the Plague Spewer weapon a snap shot.
- Friendly infected/corrupted units the player kills with "friendly" fire will grant the Emperor's Mercy; they will not turn into daemons on death.
- Devotion now affords protection from Chaos corruption/infection at a rate of 1% resistance per 2 points of Devotion above 50.
- Added rapid morale recovery for manned turret armors.
- Trading Outpost's trade goods now yield 10% profit rather than 5%.
- Lascannons now do gaussian damage rather than 50-200%.
- Large lascannon charge reduced to 5 shots down from 10.
- Tarantula turret base tiles added for Defense Corridor.
- Munitorium ammo piles health increased to 100. Will now die slightly slower to random hits. Also made infection immune.
- Standardized Shotgun buckshot to have extra Time, Energy and Stun damage.
- Standardized most fragmentation, krak, photon and phosphorous rounds.
- Frag, Krak, Phosphor and Photon grenade costs made sane.
- Normalized the heavy frag missile to the new standard frag munition conventions (debuff modifiers).
- Added Gaussian random type to many low fire rate lascannon style weapons (tl;dr less whiffing when hitting).
CODEX:
- QoL: Made Nurgle Cultists give another interrogation for free when interrogated.
- QoL: Made several Chaos commanders/leader give another interrogation research topic for free once researched.
- New Article for Pump Action Shotgun.
- QoL: Added information about Corruption/Infection mechanics to the Codex under the Help section.
- QoL: Made various Adeptas armor codex articles available from the start when playing as Adeptas (varies by strategy, but possible to get certain armors early vs when you can buy/build them.)
- Split Ork Kommandoz articles and created a new one for the Sniper variant. They share autopsy and corpse.
- Death Skulls research topics linked to Codex articles added.
ARBITES:
- New Pilot armor/unit.
- Moved Light Taurox to Mid-tier, Manticore to Ceramite tier.
- Arbites Taurox Turret gets more shots.
- Small buff to Enforcer Heavy Armor (and Shield version) front and side armor (+5).
- Arbites can now produce same drum ammo as guard can (shared weapons).
- Expanded PAINT IT BLACK, formerly green guard weapons are repainted into Arbites grey/black when used by Arbites.
- The Arbites Arvus is replaced by FAT ARVUS. Cousin of Little Arvus and formerly in the Italian Mob, Fat Arvus can carry 24 soldiers/4 2x2 units.
ADEPTAS:
- FIX: Moved Commandery/Landraider convoy to ceramite tier repentia
- Bloody Rose armor option now have unique (and very red) Inventory sprites. Bullying Leflair to sprite harder works.
ELDAR:
- Alliance mechanic now available to Guard as well as Arbites.
GUARD:
- Tauros 2x2 unit assets and armor code. Heavy flamer and heavy stubber options.
- Ogryns now have a basic default carapace armor that doesn't require manufacture. Manufactured Carapace rebranded as 'Reinforced'; most manufactured Ogryn armor given slightly better protection at the cost of more weight.
- Ogryns given 33% infection resistance.
- Chimera speed increased to 150 from 120.
- Commissars have improved Psi Defence: 50% of Psi Skill (100% for Lord Commissar) + 100% of their current Morale. Commissars also have 33% Intimidation resistance (50% for Lord Commissars).
- Added Ripper Gun armor piercing flechette rounds; intended to make ripper guns more viable vs mid-late game armor. Unlocked for purchase and manufacture via Ogryn Requisition + Mid-tier Guardsman research.
- Added manufacturing recipes for Ripper Guns, Ripper Gun Munitions and Mortar Rounds.
- Frag Mortar ammo added.
INQUISITION:
- FIX: Requirement for Corvus updated for inquisition use.
- FIX: Requesting Arbites Judge support now unlocks the bike bolter ammo.
ORKS:
- Added Bad Moons Ork race tag for relevant units.
- Added Death Skull research topics (interrogation/corpses).
- Deathskulls Big Mek added to Deathskulls lists. An enemy leader, it is armored with a Shokk Attakk gun that teleports Gretchins (inside you).
- Weirdboyz have visited the spa and gotten their legs cleaned up, new baby smooth skin inventory art.
- Added Bad Moon Mekboy Codex+art.
- Added Kommandoz Sniper battlesprite and inventory art+codex article. They now have their own armor with slightly less front armor and 10% greater fire weakness.
- Added Bad Moons Ork Boyz, Big 'Uns and Nobz. Slightly better armored and ranged focused (worse melee) than the Evil Sunz boyz, they'll hang back more. For now they've taken the Evil Sunz Ork Boyz place in the mid-tier Ork lists. Big 'Uns and Nobz are better armored and got even bigger guns, but similar role.
- Added Bad Moons Snazzy Shootas, equivalent to High-Grade Imperial guns, they currently come in 3 versions. A more accurate Shoota, a Kombi-Rokkit and a Kombi-Blasta (plasma pistol) variant. Bad Moons Boyz, Big 'Uns and Mekboyz uses the various versions to provide more of a mid and late game challenge once encountered.
- Created a mid tier Evil Sunz list, removed the Deffkopter from the Early Tier ork list (also Evil Sunz weighted).
- Added but not implemented fully yet, inventory sprites for:
Blood Axes Ork Boyz, Big 'Uns, Nobz, Kommandoz, Stormboyz and Meganobz.
Goffs Boyz, Big 'Uns. - Expanded Ork Clan race lists and mixed lists will be implemented as we get these into the mod.
KHORNE:
- Expanded Khorne rampage and intimidation mechanics for units like Warptalons, Valkia, Daemons and Berzerkers. Intimidation = "Terrify". Khorne weapons updated for the mechanic. A character that is totally demoralized will take any overbleed as stun damage then stun overbleed is taken as health damage.
- Added resistance mechanics for intimidation.
- Juggernauts now have the Khorne rampage mechanics, heightened aggression and Psi Vision to aid them with their hunt. They now have heightened TUs, stamina and stamina recovery to match their distinction as a Khorne steed.
TZEENTCH:
- Tzeentch spell tweaks for Flamer and Glimmering One.
- Tzeentch casters now tend to use spells in lieu of guns; taste the Warpfire rainbow.
- More Tzeentch Spells added to Daemons and sorcerers.
NURGLE:
- Throw range for Nurgle spawner grenades capped at 20.
- Reduced infection ratio on some Nurgle grenades.
- Infection damage capped to a unit's maximum health; this generally means weaker units cannot spawn more powerful daemons when they succumb to infection/corruption. Low health units like guardsmen will instead turn into weaker poxwalkers, thralls and gimps.
2.1 BETA
UPDATE 2.1 BETA 1 NOTES:
Requires OXCE 7.8. Works with 40k 034
FIX:
- Removed redundant orbital strike handsprite.
- Hangar Requirement Issue for Outposts
- Holographic Guardsmen are now immune to zombification.
- Wallfix, URBAN04.MAP
- Ammo sell cost update to fix a INFINITE MONEY exploit. Melta Ammo now less lucrative to mass produce. Trade goods profitabiltiy improved instead (outpost).
- Support Servitor, Chimedon, Castigator, Exorcist and Damocles turret energy regen fix
- Adeptas autogun melee sound and animation now reference the correct index.
- Tarantula turrets can now no longer run around all willy nilly.
- Added Missing Kill Token rewards for Deathskulls Orks and the basic Ork Boy.
QUALITY OF LIFE:
- Streamlining of Guard armors in the store for Abhuman units using Flak/Carapace. Buy one type of armor and units equipping these armors will switch to the appropriate version depending on unit type. Reduces store clutter.
- Changed craft carrying capacity for HWPs, now using the more specific maxLargeUnits: function of OXCE instead of "Vehicles".
- Translatable script messages
- Improved Heavy Weapon Toolkit description
- Manufacture Categories implemented for many manufacturing projects.
- Valkia corpse naming clarified vs live captures.
GRAPHICS:
- Edited the RED palette to be more saturated at brighter values (top 8 or so). This means less pink Blood Angels, and more bloody gore!
- GIBS proof of concept for overkilling guardsmen with physical weapons. Splat! Limited to Flak Guardsmen right now. Expanded GIBS also include getting Necron Flayed and BBQ'd by Flamer weapons, leaving a nice ash pile.
- Added particle trails to Nurgle spit/puke and spewer attacks.
- More HEAT adjusting bigObs added for various plasma weapons.
- Various handOB fixes/improvements.
BALANCE/MECHANICS:
- Hologram Grenades can now be batch produced for 10 killpoint tokens per grenade (batches of 10).
- Infection Rebalance, Reduced the insta-zombification chance of most things across the board further.
- Slightly reduced the infection removal amount of the medikit heal function; now 5/10/20 instead of 10/20/30 for research levels 1 to 3.
- Added faction attribution to infection; units that succumb to player caused infection/corruption don't spawn hostile units.
- Slightly rebalanced several infection causing weapons; most notably gave the Plague Spewer weapon a snap shot.
- Devotion now affords protection from Chaos corruption/infection at a rate of 1% resistance per 2 points of Devotion above 50.
- Added rapid morale recovery for manned turret armors.
- Trading Outpost's trade goods now yield 10% profit rather than 5%.
- Lascannons now do gaussian damage rather than 50-200%.
- Large lascannon charge reduced to 5 shots down from 10.
- Tarantula turret base tiles added for Defense Corridor.
- The Arvus is replaced by FAT ARVUS. Cousin of Arvus and formerly in the Italian Mob, Fat Arvus can carry 24 soldiers/4 2x2 units. Arbites, Sisters and Inquisition can use the Fat Arvus.
- Munitorium ammo piles health increased to 100. Will now die slightly slower to random hits. Also made infection immune.
- Standardized Shotgun buckshot to have extra Time, Energy and Stun damage.
- Standardized most fragmentation, krak, photon and phosphorous rounds.
- Frag, Krak, Phosphor and Photon grenade costs made sane.
- Normalized the heavy frag missile to the new standard frag munition conventions (debuff modifiers).
- Added Gaussian random type to many low fire rate lascannon style weapons (tl;dr less whiffing when hitting).
CODEX:
- QoL: Made Nurgle Cultists give another interrogation for free when interrogated.
- QoL: Made several Chaos commanders/leader give another interrogation research topic for free once researched.
- New Article for Pump Action Shotgun.
- QoL: Added information about Corruption/Infection mechanics to the Codex under the Help section.
- QoL: Made varius Adeptas armor codex articles available from the start when playing as Adeptas (varies by strategy, but possible to get certain armors early vs when you can buy/build them.)
- Split Ork Kommandoz articles and created a new one for the Sniper variant. They share autopsy and corpse.
- Death Skulls research topics linked to Codex articles added.
ARBITES:
- New Pilot armor/unit.
- Moved Light Taurox to Mid-tier, Manticore to Ceramite tier.
- Arbites Taurox Turret gets more shots
- Small buff to Enforcer Heavy Armor (and Shield version) front and side armor (+5).
- Arbites can now produce same drum ammo as guard can (shared weapons).
- Expanded PAINT IT BLACK, formerly green guard weapons are repainted into Arbites grey/black when used by Arbites.
ADEPTAS:
- FIX: Moved Commandery/Landraider convoy to ceramite tier repentia
- Bloody Rose armor option now have unique (and very red) Inventory sprites. Bullying Leflair to sprite harder works.
ELDAR:
- Alliance mechanic now available to Guard as well as Arbites.
GUARD:
- Tauros 2x2 unit assets and armor code. Heavy flamer and heavy stubber options.
- Ogryns now have a basic default carapace armor that doesn't require manufacture. Manufactured Carapace rebranded as 'Reinforced'; most manufactured Ogryn armor given slightly better protection at the cost of more weight.
- Ogryns given 33% infection resistance.
- Chimera speed increased to 150 from 120.
- Commissars have improved Psi Defence: 50% of Psi Skill (100% for Lord Commissar) + 100% of their current Morale. Commissars also have 33% Intimidation resistance (50% for Lord Commissars).
- Added Ripper Gun armor piercing flechette rounds; intended to make ripper guns more viable vs mid-late game armor. Unlocked for purchase and manufacture via Ogryn Requisition + Mid-tier Guardsman research.
- Added manufacturing recipes for Ripper Guns, Ripper Gun Munitions and Mortar Rounds.
- Frag Mortar ammo added.
INQUISITION:
- FIX: Requirement for Corvus updated for inquisition use.
- FIX: Requesting Arbites Judge support now unlocks the bike bolter ammo.
ORKS:
- Added Bad Moons Ork race tag for relevant units.
- Added Death Skull research topics (interrogation/corpses).
- Deathskulls Mekboyz added to Deathskulls lists. An enemy leader, it is armored with a Shokk Attakk gun that teleports Gretchins (inside you).
- Weirdboyz have visited the spa and gotten their legs cleaned up, new baby smooth skin inventory art.
- Added Bad Moon Mekboy Codex+art.
- Added Kommandoz Sniper battlesprite and inventory art+codex article. They now have their own armor with slightly less front armor and 10% greater fire weakness.
- Added Bad Moons Ork Boyz, Big 'Uns and Nobz. Slightly better armored and ranged focused (worse melee) than the Evil Sunz boyz, they'll hang back more. For now they've taken the Evil Sunz Ork Boyz place in the mid-tier Ork lists. Big 'Uns and Nobz are better armored and got even bigger guns, but similar role.
- Added Bad Moons Snazzy Shootas, equivalent to High-Grade Imperial guns, they currently come in 3 versions. A more accurate Shoota, a Kombi-Rokkit and a Kombi-Blasta (plasma pistol) variant. Bad Moons Boyz, Big 'Uns and Mekboyz uses the various versions to provide more of a mid and late game challenge once encountered.
- Created a mid tier Evil Sunz list, removed the Deffkopter from the Early Tier ork list (also Evil Sunz weighted).
- Added but not implemented fully yet, inventory sprites for:
Blood Axes Ork Boyz, Big 'Uns, Nobz, Kommandoz, Stormboyz and Meganobz.
Goffs Boyz, Big 'Uns. - Expanded Ork Clan race lists and mixed lists will be implemented as we get these into the mod.
KHORNE:
- Expanded Khorne rampage and intimidation mechanics for units like Warptalons, Valkia, Daemons and Berzerkers. Intimidation = "Terrify". Khorne weapons updated for the mechanic. A character that is totally demoralized will take any overbleed as stun damage then stun overbleed is taken as health damage.
- Added resistance mechanics for intimidation.
- Juggernauts now have the Khorne rampage mechanics, heightened aggression and Psi Vision to aid them with their hunt. They now have heightened TUs, stamina and stamina recovery to match their distinction as a Khorne steed.
TZEENTCH:
- Tzeentch spell tweaks for Flamer and Glimmering One.
- Tzeentch casters now tend to use spells in lieu of guns; taste the Warpfire rainbow.
- More Tzeentch Spells added to Daemons and sorcerers.
NURGLE:
- Throw range for Nurgle spawner grenades capped at 20.
- Reduced infection ratio on some Nurgle grenades.
- Infection damage capped to a unit's maximum health; this generally means weaker units cannot spawn more powerful daemons when they succumb to infection/corruption. Low health units like guardsmen will instead turn into weaker poxwalkers, thralls and gimps.
2.0B
UPDATE 2.0B NOTES:
Requires OXCE 7.7.3 or 7.8. Works with 40k 034
BRUTAL AI:
- ROSIGMA now compatible with Brutal AI, for the full BRUSIGMA experience, activate that submod with rosigma.
- For a easier experience (but still more challenging than default AI), use Therons 50% or 75% unit count submods (found on the discord).
- Brutal AI now supports autoplay with player units, for those milk run missions. Not recommended vs large enemy ships/Counts.
- Reminder that there's plenty of Quality of Life submods on the Discord and Forum, like showing actual damage inflicted.
FIX:
- Crash: Certain Sacrifice missions would crash due to wrong deathFrames number on certain sacrifices.
- Added a missing HSHIP11.RMP file for routes on said map.
- Added Arbite Shield handob sprites.
- Attempt at making CAS rocket pods less prone to exploding.
- Elevator to floor 2 on ALART_SLAAN_11.map
- Tarantula Hyperion fix. Now requiresBuyBaseFunc: [IMPERIUM]
- Melee on Marine jump packs and chaos armor. Created a jump pack variant with melee punch.
- Researching the Chaos sister path will also now unlock the chaos weapons for use.
- Machine Spirits tire less (turret energy on various transports).
- Calling In a Airstrike doesn't cause reaction fire.
- PSI: 0ed psiSkill for several units that shouldn't be throwing around mind controls. Nerfed Tzeentch mind control units ability as well.
- Script workaround for OXCE mechanic: Bravery >= 110 will no longer cause loss of morale from morale buffing actions.
- CH04WINGS.RMP spawn nodes updated to disable the underwing galleries from being turned into doggy-houses. Doggies got stuck.
QUALITY OF LIFE:
- New Main Menu and End Turn artwork to make it easier to see if you got rosigma loaded over the 40k base mod. Future updates may randomize End Turn art with different factions. Artwork is very subtle modified Wrath & Glory: Dark Tides cover, and art from 40k Gladius.
- SOUND: Normalized geoscape sound effects and music tracks volume.
- AMMO: Players can now produce more ammunition types (Bolter Kraken rounds, metal storm etc) at the cost of resources.
- AMMO: More ammunition is now manufactured in batches for QoL; resource and monetary costs have been adjusted accordingly.
- TRANSPORTS: Add 1 HWP slots for Thunderhawk class Transports
- ENERGY/STAMINA: Energy Recovery now based on 0.33Stamina instead of 1EnergyRecovery.
- Flares are now 33% lighter (2 instead of 3 weight).
- Trading Posts now cost 1 million but have 500 storage space, generate 200k per month, and allow the player to purchase Trading Goods for resale at a small profit after a month long delivery time.
BALANCE:
- Turrets Reaction set to a low 20 generally.
- Stub Rifle range and drop off buffed to serve as sniper rifle.
- Standardized most sniper rifles in the game to use gaussian damage randomization, improved kneel bonuses, and heavy weapon classifications/recoil where appropriate.
- Rebalanced standard sniper rounds in terms of armor piercing.
- Fire Mode Power Bonus Scripts can now either scale with a % of the user's Firing Accuracy or a flat amount. This bonus can now also be either a flat amount added to weapon power, or a percentage of the weapon's power.
- Orbital Beacon costs slightly more money and 200 kill point tokens.
- Removed Ability to Orbital Strike (your own) basements.
- Frag and Krak Grenades weight reduced slightly to help noodly armed guardsmen toss them a little further.
- Frag grenades now have more utility damage effects, a little armor stripping, wounds and energy damage instead of pure health damage (remember, enemies get these too).
DODGE:
- Dodge now has limited uses per turn. 10% chance = 1 dodge attempt. 30% = 3 dodge attempts. Slaanesh and Eldar have the highest (along with imperium assassins), while Khorne, Orks, Nurgle and GSC (aside for Genestealers) have only 1-2 dodges per turn. Once exhausted, you can hit them like normal.
ADEPTAS:
- Lead By Example ability now ignores armor entirely.
- Repentia Strategy gets the research for the Penitent Engine with their reinforcement event now.
- Tome requirements changed with Library requirement for production removed.
- Elohim bolter moved to STR_LIGHT_BOLTERS_LOWTIER_ADEPTAS.
ARBITES:
- Now starts with Enforcer armor available. Cost (cheaper) and stat requirements modified.
MARINES:
- Banner and Tome rebalance. Banner scales with bravery and devotion now. The tomes are now scaled by Psi ability instead of Bravery. Banner now cost 1000 kill tokens, the tomes 250 and have to be manufactured instead of just bought from Wish. Tomes require the Library facility and the Banner the Chapel (Psi lab).
GUARD:
- Improved Field of Fire for Taurox
- Fixed starting Guard Missile launcher to the right type.
- Turret stats made more consistent with other turrets. Leman Rus super-reactions dropped.
INQUISITION:
Inquisition Stormtroopers:
- Now have access to three additional weapons, the Longlas, Twincore Plasma Rifle and the Multimelta. The Plasma Rifle and Multimelta require requisite research to unlock and use (Dekker Plasma Rifle and the Multimelta).
- The Longlas armor grants the Analyze ability as well as superior Anti-Camo, Thermal and Night Vision; ideal for a scout or sniper.
- Special Psi Defense bonus has been reduced by 50 to account for their Psi Strength no longer being bugged.
- Inquisitor Stormtroopers are now immune to zombification due to their warded armor.
- Added Jumppack and Medicae options to Inquisition Stormtroopers.
ELDAR:
- Added expanded Eldar unit types to Eldar race list. Reapers, Scorpions, Wraithguards, Avengers will now appear at Eldar sites.
- Added ELDAR_EARLY to first quarter of missions.
- Updated Eldar Mission types with ELDAR_EARLY, ELDAR and ELDAR_ADV racelists. Eldar forces will become more advanced with time and have more aspect warriors.
GENESTEALER CULT:
- New Infection mechanics. Instead of instant turning, certain GSC units now cause (attempts) to Infect units that will slowly turn them unless purified by healing.
CHAOS:
- Chaos Stub Rifles now support the expanded ammo types in rosigma.
- New Infection mechanics for Slaanesh, Nurgle and Tzeentch. The respective Corruption will eventually turn or transform units unless purified through healing.
Certain weapons apply Infection when dealing damage, usually in proportion to the damage dealt
Some armors are either impervious or resistant to Infection (typically those that are zombie immune)
An infected unit takes damage to their health, morale, energy and stun at the start of each of its controller's Turns in proportion to the level of infection.
A unit that dies while infected typically changes into some other horrible form, irrevocably warped either by chaos corruption, the level of the unit's Infection usually determines the nature of this change.
Some types of infection intensify over time. All infections can be treated and purged with the Heal function of Medicae items and apparatuses.
KHORNE:
- Nerfs to Khorne weapon TU recovery on kill/damage.
SLAANESH:
- Slaanesh spawned Daemonettes now start with 10% of TU instead of 25%.
- Slaanesh gas grenades now do less direct damage, but causes Slaanesh corruption.
NURGLE:
- Several Nurgle units and weapons now cause Nurgle infection, eventually turning units into Nurgle creatures unless healed.
NECRONS:
- Necron weapons now have properties that are more canonically accurate; Gauss weapons now strip armor rather than ignore it. Synaptic Disruptor now deals stun typed damage and thus is only effective vs organics, while inflicting stat debuffs. Gauss Flayers and Gauss Blasters now have axe bayonets.
2.0A
UPDATE 2.0A NOTES:
Requires OXCE 7.7.3 or 7.8
FIXES:
GENERAL:
- Added codex article text for several of the vanilla mission types instead of the placeholder text.
- Other assorted codex updates.
SISTERS:
- Longer production time for highest tier armors.
INQUISITION/GREY KNIGHTS:
- 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:
- 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.
ELDAR:
- 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.
SLAANESH:
- 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.
NURGLE
- Added new corpse for the Putrifier + Kill Tokens.
- Most Nurgle units now have regeneration of some kind based on their current hit points.
KHORNE
- Bloodletters regain most stats on kill and damage.
GSC
- Swapped out some white shirt unarmed infected Ogryns for more heavily armed Orange versions in existint GSC lists.
MAPS:
- 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).
MISSIONS
- Added Shrine Terror missions to HARD Terror mission selection, these will now appear for all factions and after mid-tier research.
UPDATE 2.0 NOTES:
Requires OXCE 7.7.3
FIX:
- 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.
GENERAL:
- 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.
OVERKILL:
- 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).
GUARD:
- New custom Scion lines, voiced by ErraticDeviant.
SM:
- Gave the Dread Assault Cannon 500 rounds built in, instead of using normal assault cannon 100 round ammo.
SLAANESH:
- 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.
NURGLE:
- 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.
TZEENTCH:
- Added Tzeentch Ritualists and Cultists for their sacrifice missions, based on existing units.
MAPS:
- 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.
MUSIC:
- 2 new GEO tracks, 3 new Tactics tracks. Named Craven, Durandal, Soil Control, Knight of Fire and Omega. From Ground Control and Xenogears.
1.07B032
- Updated Space Hulk Map
(Destroying the Control Center will finish the mission; destroying it is mandatory) - New Nurgle Enemies
- New GSC Enemies
- Needler Rifles do Nice Things
- Gene Stealers got more Attacking Range
- Economical Balance for Late Game Weapons
- Some Mastercrafted Weapons moved to High-Tier
- Added new Battlescape/Geoscape Music
- IG Bionics will reduce Wound Recovery Time for new Wounds taken
- Adeptas Corvus is less of a Danger to Knees of the Sisters
- Adeptas Promotion Changes including requiring Commendations
- More expanded Codex Articles
- Quality of Life (QoL) Features for Sound Frequency
(if you want the Geoscape Sounds delete Ruleset/OTHER/alertSounds_disable.rul)
1.07-032
- Updated to 40k 032
- Iron Warriors Expansion
- Night Lords Expansion
- You Will Die Final Mission Edition
- HARD mission set for Space Marines/Grey Knights and any other faction reaching a sufficient tier
- Craft Scanner, Cygnus and Graticule identify enemy crafts and their missions
- Completing UFO crash sites instantly provides the relevant UFO research (assuming the codex entry exists)
- Vision/Camo/Anticamo revamp
- Less sleepy but more sturdy Necrons
- Commissars keep Guardsmen from panicking more effectively
- Plenty of adjustments for Grey Knights
- More Backpacks for some Power Armors
- Freedom for Ork Trakks
1.06B031
- ROSIGMA is compatible with 40k 031
- Multiple Bugfixes for 40k 031
- Grey Knights adjusted to ROSIGMA
- Extra Doors for Grey Knights Arvus (GK may hit their heads on the door frame)
- Harder Deserter missions for Marines, GKs and any faction reaching mid-tier
- GSC Terror Missions work as intended
- Makeshift Explosives for GSC
- Scion/Elite Strategy start with Scion Requisitions from day 1
- Tanith Soldiers available to Elite and Guardsman Strategy
- Krieg Grenadier requires Veteran Promotion now
- Priest can go gun-ho now
- Chainswords, etc. produce more wounds
- More information in the Codex (Levels for Primaris, GKs, Powershot Mechanic on Lucius Lasgun, ROSIGMA Contributor Page)
- Bug Fixes