RimWorld

RimWorld

Moosesian race
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Update: 11 Sep, 2022 @ 9:47am

[Auto-generated text]: Update on 9/11/2022 11:47:06 PM

MSFactions.xml
The Moosesian NPC faction is now <naturally hostile> by default; they will raid you, but you can still make friend with them with some efforts.

RoyaltyFactionPatch.xml
Fixing an issue where the Empire is permanently hostile to player if they started with "Wandering Vagabonds" scenario, effectively blocking them from Royalty questline.
Add "MS_PlayerFaction" to <permanentEnemyToEveryoneExcept> list.

MS_Scenarios.xml
Description and scenario summary changes.
Reduce starting pawn count : 6 => 5
Adjusting starting items :
Steel 500 => 600
Wood 300 => 600
Pemmicans 3000 => 2400
Remove 750 steels scattering around the map.

Update: 16 Aug, 2022 @ 8:18am

[Auto-generated text]: Update on 8/16/2022 10:18:35 PM.

An insignificant update that took longer than it should have.

New ears sprites, drawn in 256x256 px dimension.
//Now the ears are bigger, more noticeable, and most important of all; fluffier!

New antlers sprites, same dimension as before.
//Now looks, and feels like it is heavy enough to actually weight you down.

Update: 2 Aug, 2022 @ 8:51am

[Auto-generated text]: Update on 8/2/2022 10:51:18 PM.

Texture updates for the following weapons:
Metalbuss
Dieselwork
Dieselboiler
Antkiller
Rakali
Firehorn
Firespitter

Revert some changes from [17 Jul, 2022] update for these following weapons:

Dieselwork
Damage : 40 => 30
Cooldown : 4 => 3
Warm-up : 2 => 1.5
DPS : No changes.

Dieselboiler
Damage : 40 => 30
Cooldown : 5 => 4
Warm-up : 3 = > 2
DPS : No changes.

Antkiller
Damage : 27 => 20
Cooldown : 3.5 => 3
DPS : 6 => 5

Rakali
Damage : 35 => 25
Cooldown : 3 => 2
DPS : No changes.

Firehorn
Damage : 45 => 35
Cooldown : 3.5 => 2.5
DPS : No changes.

Update: 1 Aug, 2022 @ 10:53am

[Auto-generated text]: Update on 8/2/2022 12:53:09 AM.

TL;DR: New sprites and conductor wand rework
//Admittedly I barely touched psychic content while I was playing this race, and pretty much forgot this tech research line existed, until now.

Cannonball roundshot got new sprites for single, multiple and full stack.
All melee weapons + Antlerbreaker got new revised texture/sprites
//mostly just old version with slight edits and thicker outline so they could blend in with vanilla artstyle better
//The rest of the range weapons will come tomorrow

MeleeWeapon_Conductor_Wand.xml
//Fix the issue where you can craft the wand without using resources
Add <stuffCategories> = Metallic
//99% psychic sensitivity offset decreased to 20%, the wand's main focus now are the flat 1 second increase to neural heat recovery rate and marginally better melee DPS.
<PsychicSensitivityOffset> 0.99 -> 0.2
<PsychicEntropyRecoveryRate> 0.1 -> 1
Melee damage : 20 -> 14
Melee cooldown : 3s -> 2s

MeleeWeapon_Headcutter.xml
<equippedAngleOffset> -65 -> 0

MeleeWeapon_Pikebreaker.xml
<equippedAngleOffset> 45 -> -5

MeleeWeapon_Ironheap.xml
<equippedAngleOffset> -65 -> 0

Update: 30 Jul, 2022 @ 10:06am

[Auto-generated text]: Update on 7/31/2022 12:06:19 AM.

I've finally finished my first ideology playthrough, bad news is that it took me months(Life has not been kind, but again the same could be said for anyone in current year), good news is now I can use the feedback to update this mod accordingly from now on.

MS_ArtilleryCannonBase.xml
//As per Rimworld standard, we wouldn't use specific & technical name as label on anything, but the old "cannon artillery" could be confused with similar content added in by the other mods, hence the changes.
Building/turret's Label & Description changes
//Making this thing more portable, it's not realistic but the old weight wasn't either as it didn't include the carriage.
Mass 985->150 kg
//If we're going to make this thing take 3+7 secs to shoot, might as well make it worth the ammo's steel cost. (Yes, I know the whole gimmick of this mod is "Big damage, garbage acc/firerate" but at least we have to keep it playable.)
Accuracy changes
From (close-short-medium-long)
60%->75%->80%->70%
To
70%->75%->80%->75%
Warm-up & Cooldown adjustment
//Artillery no longer fire instantly at target +10s cooldown, but now take 3s to warm-up and 7s cooldown.
Warm-up time changed from 5 -> 3 seconds
Cooldown time changed from 5 -> 7 seconds
Add <turretBurstWarmupTime> = 3
<turretBurstCooldownTime> 10 -> 7

Texture
Pikebreaker got new sprite.

Update: 16 Jul, 2022 @ 10:27am

[Auto-generated text]: Update on 7/17/2022 12:27:08 AM.

Minor patch focusing on weapon re-balance.
There was supposed to be a patch similar to this from a few months ago, with main focus being DPS adjustments, however the changes were too drastic for vanilla balance and thus scrapped.
With this new patch's aim being armor penetration nerfs & stopping power buffs, I decided to use this chance to implement the mentioned adjustments, albeit with softened numbers. Should the new damage output prove too much for people, it will be reverted back later on.

Metalbuss
Armor penetration : 180% => 150%
Stopping power: 2.5 => 4 (Thrumbo/Megasloth can now be staggered)
Damage : 40 => 50
Cooldown : 4 => 5.5
DPS : No changes.

Dieselwork
Armor penetration : 150% => 75%
Stopping power: 1.5 => 2 (Mechanoids/Mooses can now be staggered)
Damage : 30 => 40
Cooldown : 3 => 4
Warm-up : 1.5 => 2
DPS : No changes.

Dieselboiler
Armor penetration : 150% => 75%
Stopping power: 1.5 => 2 (Mechanoids/Mooses can now be staggered)
Damage : 30 => 40
Cooldown : 4 => 5
Warm-up : 2 = > 3
DPS : No changes.

Antkiller
Armor penetration : 100% => 50%
Stopping power: No changes. (Human-sized only)
Damage : 20 => 27
Cooldown : 3 => 3.5
DPS : 5 => 6

Antlerbreaker
Armor penetration : 150% => 100%
Stopping power: 1.5 => 2 (Mechanoids/Mooses can now be staggered)

Rakali
Armor penetration : 125% => 62.5%
Stopping power: No changes. (Human-sized creature up to Megaspider)
Damage : 25 => 35
Cooldown : 2 => 3
DPS : No changes.

Firespitter
Stopping power: No changes. (Human-sized creature up to Bear/Muffalo)
Damage : 80 => 60
DPS : 16 => 12

Firehorn
Armor penetration : 50% => 25%
Stopping power: 4 => 2.5 (Human-sized creature up to Bear/Muffalo)
Damage : 35 => 45
Cooldown : 2.5 => 3.5
DPS : No changes.

Update: 12 Apr, 2022 @ 8:46am

[Auto-generated text]: Update on 4/12/2022 10:46:30 PM.
TL;DR: backstories labeling changed and some skillgain nerfed, artillery got new vanilla-friendly sprite & now cheaper, moose are now as numerous as earlier patch.

BackstoryDef.xml
Now moved to shared Defs folder instead of a separated 1.2/1.3 folders.
>Limiting and reducing skillgain for childhood backstories.
>Changing some backstory's <title> to make them feel less repetitive, but not far from the original.
>Changing some backstory's <titleShort> to be more coherent.
>Now all backstory have proper uppercasing like vanilla
>Backstory description themselves remain unchanged(for now), aside from minor spelling mistake fixes.

GeneralRaceSetting.xml
Moosesian race <description> grammar/wording fixes.
Now use Male desiccated skeleton instead of Thin.
Meat amount from butchering 80->90
Leather amount from butchering 90->50
//These are merely base values, the actual yield is calculated through base*bodysize.

PawnKinds.xml
reverted <combatPower> back.
MS_General 250 - > 80
Guards 200 - > 75
Vanguard 150 - > 70
Warrior 125 - > 65
Longman 100 - > 55
Fixes any incorrelation between 1.3 and 1.2.
Guard Parent now have min age set at 25.
Vanguard Parent now have max age set at 30.
Warrior Parent now have max age set at 20.
Vanguard Sapper have been using same base parent as Guard, fixed.

Apparel.xml
Vanguard shako: Move Speed 0.05->0.1

MS_CannonballBase.xml
<costList> reduced <steel> from 30 -> 15

MS_ArtilleryCannonBase.xml
Completely new texture, with proper scaling to irl size and more fitting with vanilla art style.
<costList> reduced <steel> from 300 -> 150
In <building> add:
<turretTopDrawSize>2.5</turretTopDrawSize>
<turretTopOffset>(0, 0)</turretTopOffset>

1.2 error fix
Hairs.xml
In MSHair_F and MSHair_G
replace <styleTags> & <styleGender> with <hairTags> & <hairGender>

Update: 11 Jan, 2022 @ 9:32am

[Auto-generated text]: Update on 1/12/2022 12:32:35 AM.

GeneralRaceSetting.xml (1.2 & 1.3)
Moosesian race <description> rewritten.
<maleGenderProbability> 0.01->0
<onlyUseRaceRestrictedApparel> true -> false
<whiteApparelList> temporarily purged.

About.xml
Slight edit and grammar/typo fixes for <description>.

//For the past 2-3 months, I have been contemplating on whether or not I should a rework on this race, including drawing all the textures again, so I have halted myself from adding new content or fixing any bugs that people have been reporting, and for that I apologize.

------------------------------------------------------------------------------------------------------------------
//TODO Lists
Going with the least tiresome work, I'll start with;
Rewriting the military-esque backstories that was written in the very early version.
Adding more unique pawnkinds that fit with their respective backstory.
After that's done, I will;
Drawing a new preview art.

//HUGE ENDEAVOR, may do it, may not.
Redrawing all the textures; bodies, heads, hair, everything to actually fit vanilla apparel.

Update: 21 Dec, 2021 @ 7:51am

[Auto-generated text]: Update on 12/21/2021 10:51:05 PM.

Textures:
Hairs textures have been greyscaled, hence the default hair color is no longer light blonde, this will allow for uses of more hair color in the future without any odd color mixing.
Fix WFF_Flowercrown texture mistake from last update.

GeneralRaceSetting.xml:
New hair colors:
1 white (default texture color)
2 shades of dark blonde
1 lighter shade of cherry blonde

Update: 20 Dec, 2021 @ 9:00am

[Auto-generated text]: Update on 12/20/2021 11:59:53 PM.

GeneralRacesetting.xml : Remove Ideology gears from whitelist (1.2)

PawnKinds.xml:
Fix issue where Guard pawns are spawned without headgear.
<apparelAllowHeadgearChance> have been moved to parent for Vanguard and Guard.

Texture:
Readjust the head parts(again) to be better aligned with vanilla textures.
//The head can fit power armor helmet almost perfectly now.

MS_Scenarios.xml: fixing minor mistake in scenario description.