RimWorld

RimWorld

Ni'Hal 1.0-1.4
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Update: 17 Feb, 2020 @ 9:42pm

[Auto-generated text]: Update on 2/17/2020 9:42:04 PM.

Update: 16 Feb, 2020 @ 9:42pm

Update on 2/16/2020 9:41:51 PM.
Added a bunch of stuff.
Ni'Hal got three new weapons! Thoobers, Triple Rocket Launchers, and Bardiches.
-Thoobers are mini grenade launchers. Kinda crap. Kinda deadly if you don't have armor. Intended as an alternative to the standard missile launcher in clearing clumps since those are rarer now.
-Ni'Hal triple rocket launchers are really, really inaccurate and aren't actually very powerful. Again, kinda crap, kinda deadly against people with no armor.
-Bardiches are just there so the Ni'Hal have a consistent look. They aren't as powerful as the kitty saber (though they are spacer tech so they're better than your average sword) and are pretty slow, but can pack a punch.

They also got a new armor set, Trooper Armor.
-Trooper armor is supposed to act as the Ni'Hal equivalent to flak armor. Unlike the base exoskeletal stuff (which is inferior to the Marine Armor) it actually is decent equipment for its level. It shows up in place of most instances of the Ni'Hal exoskeletal armors.

These have all been integrated into a totally new PawnKinds system. Now, the Ni'Hal have a sort of 'raiding party' which they will mostly use when attacking, and an 'assault squad' which will appear ~1/6 raids.
-Raiding parties have a mix of almost-civilian Ni'Hal with spatterings of Trooper Armor and their common weapons, but only rarely get exoskeletal and never field heavy explosives.
-Assault Squads, meanwhile, are quite the opposite. The mainstay of an Assault Squad is exoskeletal armor and they will field whole sets of it rather than one helmet or suit separately, and the teams will look super-schnazzy.
The effect should be to have fewer, but more lethal Ni'Hal forces knocking at your door. I'm working on some basic clothes for them to wear under the new armors, probably wetsuits, since using base-game tags will mean breaking the look.

Update: 16 Jul, 2019 @ 11:19am

Update on 7/16/2019 11:19:37 AM.
Nothing of major consequence. Minor bug fixes mostly.
Some thoughts were overridden before and are now specific to Ni'Hal. Probably.
Used AllYourBase to correct a minor issue.
Some minor tweaking to numbers.

Update: 10 Mar, 2019 @ 6:25pm

Update on 3/10/2019 6:25:42 PM.
Fixed drakes not reading their gender in the wild.
Fixed Ni'Hal barracks mote: apparently, it was causing real hell and I never caught it! Removed entirely and now the Ni'Hal have no thoughts on barracks sleeping situations. Hopefully this is a temporary fix.

Update: 1 Mar, 2019 @ 9:37pm

Update on 3/1/2019 9:37:03 PM.
Includes the new Purifier Armor which is for Ni'Hal officers and is almost equivalent to normal marine armor (lighter, stat buffs, looks cool, slightly lower protection)
Fixed some issues with the Ni'Hal faction
Adjusted the start slightly to have one set of Purifier Armor so your leader can be appropriately dressed
Adjusted all Ni'Hal weapons somewhat significantly, they're more in line with normal weapons and are a little more aggressive (and foolproof) in their design.
Most Ni'Hal items' cost changed. Primary point of comparison is the Orassan equivalents.

Update: 15 Nov, 2018 @ 7:55am

Update on 11/15/2018 7:55:16 AM.
Fixed skeletons and market tags. These drakes now have a ton of tags.
Some balancing on Ni'Hal equipment. I think they are cheaper now, considering they don't protect as well as they could (and certainly nowhere near as well as Orassan stuff, which they shared the cost of). Some other minor changes, I'm sure. Don't remember everything.
More names.

Update: 26 Oct, 2018 @ 12:19pm

Update on 10/26/2018 12:19:03 PM.
Names update: removed a lot of 'silly' names for the Ni'Hal and added a bunch of additional names to make up for this. The Ni'Hal should both seem more badass and have more names to choose from.

Update: 17 Oct, 2018 @ 4:42pm

[Auto-generated text]: Initial upload.