Noticed that XPiratez got a few bugfixes updates and the latest version of Xpiratez is then N3.1.3
https://www.moddb.com/mods/x-piratez/downloads/dioxine-xpiratez-n3And in the bug report thread this could be useful while waiting for the next update
Playing on N3.1.3
Building the Thunderbird causes a crash due to the fixed Megachaingun being improperly defined in Piratez.rul. It's defined as "fixedWeapons: [STR_UAC_MEGACHAINGUN]" when it should be "fixedWeapons: [STR_UAC_MEGACHAINGUN_UC]".
The Thunderbird also seems to have a resource file improperly assigned in Piratez_Resources.rul. "- type: INTICON.PCK" has "Resources/Planes/Thunderbird_Dogfight.gif" assigned for both 232 and 243, which results in the minimised dogfight icon looking weird (no background). I think 232 should be "Resources/Planes/Thunderbird_Minimised.gif" instead, that gets it looking correct for me at least.
It does not appear possible to unlock the researches "STR_TRADERS_COM_KNOWHOW" (GUILDMASTER'S SECRETS), "STR_ACADEMY_COM_KNOWHOW" (ACADEMY PROVOST'S SECRETS) and "STR_MUTANT_ALLIANCE_LORE" in the game due to bugs in Piratez.rul. The Mutant Alliance Lore has needItem set to True which seems to prevent it from unlocking.
For 40K news , Rosigma 2.0B is in beta test, you can get the rolling release of it if you want to try :
https://github.com/BeatAroundTheBuscher/ROSIGMA/archive/refs/heads/main.zipIt requires the latest version of the 40K megamod :
https://openxcom.old.mod.io/40k2.0B WIP patch 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).
BALANCE:
Turrets Reaction set to a low 20 generally.
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.
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.
NQUISITION:
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.
There's a bunch of minimods for Rosigma/40K here :
https://openxcom.old.mod.io/minimods-collection-for-40k-and-rosigmaThe BrutalAI fork of OXCE is really impressive at putting the player into a world of pain by giving an actual AI to the AI that can now move in squad , have tactical decision, be sure to give a try and all the Brutal AI features can be turned off in the options if you want to go back to the old "AI"
(note about the old AI lacking AI as described by the OXCE dev there :
https://openxcom.org/forum/index.php/topic,6586.msg149240.html#msg149240 )
https://openxcom.old.mod.io/brutal-aiSome megamods that rely on having much more enemies on missions to make them challenging (due to how inefficient the old AI was in openxcom) may become simply impossibly hard.
In the case of 40K+Rosigma in the link to the bunch of minimod up there , there's one to reduce the amount of enemies by mission specially designed for Brutal AI usage.