RimWorld

RimWorld

Moosesian race
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Update: 19 Jan, 2023 @ 5:17am

[Auto-generated text]: Update on 1/19/2023 8:17:26 PM.

Backward compatibility Fixes + more update on child support

1.4 - Head offsets for each lifestage (baby up to teenager).
1.3 - Left/right antler fix.
1.2 - Left/right antler offsets adjustment.
1.2 - Now have its own DamageDefs (without breach bullet defs), the DamageDefs in root has been moved into 1.3 & 1.4 folder.
//Since 1.2 doesn't have breach damage, it couldn't share Damages_Misc.xml with other newer versions.
1.2 - Now have its own MS_CannonballBase.xml which use vanilla 'Bullet' damage def. The actual xml in root folder remain unchanged.
1.2 - All the xml of weapons which use breach damage in newer versions are put here, using 'Bullet' damage def for the same reason above.

Update: 18 Jan, 2023 @ 7:13pm

[Auto-generated text]: Update on 1/19/2023 10:13:48 AM.

Files restructuring
There were a lot of changes that haven't been updated to previous version due to oversights as well as duplicate xml that doesn't do anything, this update should fix the issue.

- Remove xml in root Defs\AlienRace folder, these included:
Hairs.xml
MSFactions.xml
GeneralRaceSetting.xml
PawnKinds.xml
PawnBaseDef.xml

- These xmls have been moved into root.
Body.xml
Bodyparts.xml
AlienRaceSettings.xml
ThoughtDefs.xml

1.2 - Move ApparelDefs folder out of ThingDefs folder.
1.3 & 1.4 - ApparelDefs Removed, now share the same Apparel.xml in root ApparelDefs folder.

BuildingDefs (MS_ArtilleryCannonBase.xml) moved to root ThingDefs folder.
ItemDefs (MS_CannonballBase.xml) moved to root ThingDefs folder.
1.3 & 1.4 - ThingDefs folder removed as everything have been moved to root.

MS_CannonballBase
Now share same DamageDef as Firehorn.
Damage: 300->500
AP: 300% -> 50%

Update: 18 Jan, 2023 @ 9:16am

[Auto-generated text]: Update on 1/19/2023 12:15:56 AM.

Hotfix
- Apply changes from 18/01/2022 update on earlier versions (1.2 & 1.3).
//Apology for the oversights.
- Reducing L/R Antler coverage to 14.5% each (29%).
//Preventing total coverage from reaching 100% or game will throw error log.

- New Child sprites (only North & South are available at the moment)
//The rest of Babies & Child update will be done by tomorrow.

Update: 17 Jan, 2023 @ 11:28am

[Auto-generated text]: Update on 1/18/2023 2:28:38 AM.

Child & Baby body texture added
//We're still having issue with head offset so there will be further changes, think of this as a placeholder for now.

Firehorn rework: Now fire multiple projectiles per shot, each have their own chance to hit.
Projectile label changes.
Projectile sprite changed from vanilla shotgun pellets to .69 antkiller ball.
//Though the new projectile label say it's .502 cal.
Projectile damage: 35->15
Description changes (first verse only)
Add burstShotCount = 5
Reduce <short> accuracy: 75%->65%
Cooldown: 2.5->2.75
StoppingPower: 2.5->1.5

The rest of the weapons in the same tier have been adjusted accordingly.
Dieselwork
StoppingPower: 2->2.5
Rakali
StoppingPower: 1.5->2
Antkiller
StoppingPower: 1->1.5
//This also affect Antrifle.

SoundDef
All SoundDef used only by single-shot weapons have their <maxSimultaneous> set to 1.

Antlers : Now have two part similar to Ears; left and right antler.
- Increase coverage from 19% to 30% total, split evenly on both part(15% each).
- No longer relate to beauty.
- add more bodypart groups.

Fixes:
Hairs.xml
- shorten category label.
- Add <category> for each hairstyle.

GeneralRaceSetting.xml
- 'Left/Right Ear' Bodyaddon no longer appear on dessicated body.
- Bodyaddon now scale with drawsize for each life stage.
- Add baby and child offsets into bodyaddons.
- Bodyaddon offset adjustments.
- Add <styleTagsOverride>, preventing pawn to spawn with non-Moosesian hairs.
- Tools changes: Antler's linkedBodyPartsGroup now switch to 'HeadAttackTool'.
- Remove '----- path' research projects from race restriction list.
- Remove Moosesian hats from race restriction list.

Update: 13 Jan, 2023 @ 9:25am

[Auto-generated text]: Update on 1/14/2023 12:25:28 AM.

A (Very Late) New Year Update
Minor update focusing on rebalanced & rewritten storyteller, melee/range weapons and some sprite fix. See below for more details;
//We were supposed to get new storyteller rework on new year, the portrait was what delayed this update for so long...yet even now it's still not done. Next update will come as soon as it does.

Structural change
Move the rest of melee weapons xmls into root folder.
//Only 1.2 have its own weaponDefs folder now.

Weapon balance changes
Antkiller
- New sprite, label and description.
- Replace barrel poke with bayonet cut.
Antirifle
- edited sprite in conjuction with the new Antkiller.
BranchGun
- New projectile label.
- Edited sprite with thicker outline
- Accuracy adjustments.
<touch> 80% -> 60%
<short> 75% -> 70%
<medium> 65% -> 75%
<long> 50% -> 65%

Pikebreaker
- New label and description.
- Tools damage output changes.
<pommel> attack now deal 10->15 damage.
<crossguard> now changed from Stab->Poke.
Headcutter
- New label and description.
Horsepole
- New description.
- equipped movement speed buff increased.
- Now requires psychoid leaves to craft.
Ironheap
- Tools damage output changes.
<point> cooldown changed from 3.5->2.5 seconds.
<edge> now deals 50->60 damage, cooldown changed from 3.3->3 seconds.
Autorat, Firefly
- Edited sprite with thicker outline
Antlerbreaker, Dieselwork/boiler, Firehorn, Firespitter, Rakali
- The sprites have been remade entirely, based on the old sprite.
//At last, all of the old weapon sprites have been remade for the better, hopefully this will be the last time.
//Despite being true to the lore regarding Moosesian's simplistic naming convention, many of these weapons name just sound too cheesy, hence the renaming.

Fixing white border issue for weapon & 12pdr cannonball UI sprite.
Replacing 12pdr cannonball base sprite (when there's only one item left) with single ball instead of empty crate.

Storytellers.xml
New Portrait (WIP).
New label.
New description.
Several number adjustments.

Storytellers.xml
- Moving conductor path to new spot in the research tree.

Update: 25 Dec, 2022 @ 9:02am

[Auto-generated text]: Update on 12/26/2022 12:02:28 AM.

Merry Christmas!
Thank you for keeping up with the development of this mod throughout the years, I want to let you know how much I value all of you for all your supports, I wish you all a merry and holy Christmas and the best of luck on the next year and what's to come!

Range weapon Changes: Adjusting heavy weapon damage in accordance to Biotech threat.
New projectile sprites for each and every ball-ammunition blackpowder weapons.
New Metalbuss texture, it is now an actual handgonne like it was supposed to be.
Metalbuss
Damage: 50-150
AP: 100%->50%
Branchlever
Damage:60-120
AP: 125%->100%

GeneralRaceSetting.xml : Edit <blackGeneTags> & <blackEndoCategories>
Now player should be able to implant most genes except anything that change hair, head and body.

MS_Scenarios.xml
Label changes to give player a better clarity that this is not vanilla scenario.
Description update.
Remove version specific Scenario folder, all versions now use the same xml in root folder.

Update: 19 Dec, 2022 @ 9:59am

[Auto-generated text]: Update on 12/20/2022 12:59:03 AM.

Post-1.4 release hotfix2
TL;DR: Babies & Children should be spawning properly now.

GeneralRaceSetting.xml
Remove <Child> <Baby> from <bodyTypes>
Edit <ageGenerationCurve>, allowing the spawning of children.

Edit <lifeStageAges>
Baby -> Child -> PreTeen -> Teen -> Adult, in that order.
Old: 0 -> 1.2 -> 4 ->10 -> 13
New: 0 -> 3 -> 6 ->10 -> 13

Change Growth moment(growthAges) time span:
Old: 2 -> 5 -> 20
New: 4 -> 7 -> 10

Update: 17 Dec, 2022 @ 10:12am

[Auto-generated text]: Update on 12/18/2022 1:12:41 AM.

Post-1.4 release hotfix1

AutoRatling.xml
Description update, replace any mentions of 'belt' with 'magazine'.
//Autorat was initially supposed to be a very huge Vickers gun, but the concept was changed halfway through the drawing process, but I forgot to update this.

GeneralRaceSetting.xml
Add <reproduction> section along with unique fertility range for both genders of Moosesian.
<femaleFertilityAgeFactor>
<maleFertilityAgeFactor>
Remove <blackGeneList> in favor of <blackGeneTags> and <blackEndoCategories>
More type of genes blacklisted, mostly the one that affect pawn appearance & hair colors.
//I'm not used to how genes work yet, so for now we will be blocking anything that could cause an issue.

Update: 16 Dec, 2022 @ 12:07pm

[Auto-generated text]: Update on 12/17/2022 3:07:21 AM.

!!!1.4 UPDATE & New research project and firearms!!!
† = Changes that were made as a result of 1.4 update.

ResearchProjects.xml now moved to root Def folder.
All range weapons xml now removed from version specific folder into root Def folder.

About.xml
New mod description, now 1.4 compatible.

GeneralRaceSetting.xml
† Add <femaleFertilityAgeFactor>
† Add <maleFertilityAgeFactor>
† Add <growthAges>
† Add <lovinIntervalHoursFromAge>
† Replace <aliencrowntypes> with <headTypes>
† Replace <alienbodytypes> with <bodyTypes>
┕ Add <Child> & <Baby> into <bodyTypes>
† Remove <useGenderedHeads><useGenderedBodies>
† Add <bodyPartLabel> which is now used along side <bodyPart> (which now use def instead of label).
† Replace <ToxicSensitivity>=1.5 with <ToxicResistance>=0 and <ToxicEnvironmentResistance>=0
//Moosesian formerly gain 150% toxic buildup as part of the balance, but with this new system, it is impossible to do so.
† In <race>/<lifeStageAges>; replace 'HumanlikeToddler' with 'HumanlikePreTeenager'(Come after HumanlikeChild, both have their values swapped)
Remove [Dark Blonde] hair color.
Add [Blood Red] hair color.
Add more list of race-restricted weapons into <weaponList>
† Add <blackGeneList> along with forbidded genes(Just the gene that could affect bodytype)

MSFactions.xml
† Replace <geneticVariance> with <melaninRange> for both player and NPC faction.

BackstoryDef.xml - dedicated def file for 1.4
Replace <AlienRace.BackstoryDef> with <AlienRace.AlienBackstoryDef>
Remove <chance> from traits in <disallowedTraits>
Replace <baseDescription> wtih <baseDesc>
In <skillGains> replace <defName> & <amount> with <key> & <value>

† HeadTypeDefs.xml - New xml for custom head types.

SoundDef.xml - New xml for custom gunshot sounds.

Damages_Misc.xml
Redefined damage defNames to avoid conflicts with other mod.
Custom 'bullet' damage def with breach damage to use with Moosesian firearms.

ResearchProjects.xml
New Research Project : MSR_GreatWarArms
Rearrange projects layout.

Weapons Changes
Fix description discrepancy between versions.
Changed range weapon projectile labels (For future CE reference)
Add market value for Rakali
Metalbuss now able to target location and deal extra damage against building and trees.
Dieselwork & Dieselwork now deal extra damage against all building and trees.
Firespitter now deal extra damage against passable building.
Horsepole: texture edit.

Projectile stats (AP, bullet speed), range and market value adjustments
Metalbuss
AP: 150%->100%
range: 65->55
speed: 100->90
Dieselwork
AP: 75%->50%
range: 55->45
market value: 600->500
speed: 100->80
Antkiller
AP: 50%->30%
range: 41->31
market value: 400->200
speed: 75->65
Rakali
AP: 62.5%->41.6%
range: 30->35
speed: No changes.
Firespitter
range: 55->35
market value: 0->400
speed: 70->46
Firehorn
AP: 25%->17%
range: No changes.
market value: 550->450
speed: 90->50
Dieselboiler
AP: 75%->50%
range: 55->45
market value: 600->570
speed: 100->80
Antlerbreaker
AP: 100%->75%
range: 60->50
speed: 150->125


New Weapons:
More guns for late game research as well as arrival of endgame weapons.
Note: some of these weapon have different name/label from their defName.

MSR_RifledFirearms:
> Antrifle

MSR_Breechloader:
> Branchlever
> Hand Ratling
> Rokali
> Ironspin

MSR_GreatWarArms:
> Berthier line gun
> Alouis rifle
> Ratling cannon
> Firefly
> Trunk gun

Update: 11 Sep, 2022 @ 10:23am

[Auto-generated text]: Update on 9/12/2022 12:23:27 AM.

RoyaltyFactionPatch.xml
Quick fix : Will now check first if the player has Royalty installed before beginning patch operation.
//No longer throw an error if you don't own Royalty DLC