New version of the 40K mod has been released , it's been a while since the last one (i think it was last year)
https://openxcom.mod.io/40kUpdate 27.09.2022:
- New features require OXCE 7.7.3
- Add Eldar as playable faction for guard and Arbites after live Seer research
- Small visual bugfixes
The Rosigma expansion also updated to follow up
https://openxcom.mod.io/rosigmaUPDATE 1.09B 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).
ADEPTAS:
- 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).
DREADNOUGHTS and PENTINENT ENGINES toughness buff:
- 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.
NURGLE:
- 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.
ORK:
- New Weapon, Ork Chainsword.
Both the mod and its expansion requires OXCE 7.7.3
I'll have to check this new version, but without Rosigma this time, too many unbalanced content in this one, i just hope 40K changed its grenade range to be similar to Rosigma, as before in 40K it was grenade spam every turns and less use of the other weapons.
edit : toyed a bit with the new 40K mod (without Rosigma) and i really prefer how 40K select a main enemy faction active instead of "every enemy factions are active at the same time" in Rosigma .
The grenade range is unchanged from past 40K version, but oddly i have not seen grenade spam in the several battles i went through (my main enemy seems to be the Orks) , sure my Scouts marines (as i selected Space Marines as my factino) got under grenade shots but most of the time it wasn't a dozen of them, maybe the Orks troops have less grenades, will have to see on terror missions involving other factions.
But what i didn't remembered are the armor system, Rosigma expansion had the armors way stronger than in the 40K mod, by example Scout armor is paper thin in 40K.
On a terror mission (that involved khorne chaos space marines) both my MK7 equipped Space Marines (so a good armor) got one shot killed by plasma (something not rare in Rosigma either), but what surprised me is that several CSM also got murdered by my scouts wielding their Godwin Bolters, something nearly impossible with Rosigma.
So it looks like everything is weaker in 40K , not too bad considering in Rosigma the presence of only a couple of CSM was mostly a "you should retreat from the mission" due to them being nearly impossible to kill with bolters (while most of them had high end weapon one shotting your best troops)