RimWorld

RimWorld

Moosesian race
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Update: 22 Nov, 2021 @ 7:05am

[Auto-generated text]: Update on 11/22/2021 10:05:20 PM.
TL;DR: This update will reduce the numbers of Moosesian spawning in raid/events, there for giving less burden on the game, and less freeze.

MSFactions.xml: Changes in <pawnGroupMakers>, now there could be five ways for a hostile/friendly raid to spawn, each with spawn chance from common to rare.
Light Infantry Recon 50% : Small group of vanguards visit your colony.
Line Infantry Charge 35% : Less skilled than the vanguards, but they come in numbers.
Light Infantry Attack 10% : Detachment of vanguards, accompanied by a unit of sharpshooter.
The Guard Attack 4% : A raid by detachment of the Guards, they come with their very own Sappers/Breacher.
General Led Assault 1% : A big raid led by faction leader.

PawnKinds.xml: Readjust <combatPower>.
MS_General 80 -> 250
Guards 75 -> 200
Vanguard 70 -> 150
Warrior 65 -> 125
Longman 55 -> 100

//I have just notice <combatPower> for vanguard PawnKinds is still 200 (for 1.3), how did I forget to change this values, and since when???
//I have a plan to scale down all textures to 256px, a permanent solution for game freeze problem, but that will come after I'm done with their apparels.

Update: 5 Nov, 2021 @ 6:23am

[Auto-generated text]: Update on 11/5/2021 8:22:36 PM.
Moosesian body textures were not drawn after base vanilla body, as a result all apparels both from vanilla/other mods won't fit their body, this has been a well known issue since the very first version of this mod, it could have been easily fixed by restricting apparels they can wear, but since there aren't much race specific apparels for them back then, I have been postponed from doing so, up until now.

//TL;DR: Moosesian now no longer able to wear anything but their dedicated clothes provided by this mod, with exceptions for vanilla headwears.
on the contrary, human no longer able to wear Mosoesian headwears.
This is a temporal solution, there could be further changes.

GeneralRaceSetting.xml:
<onlyUseRaceRestrictedApparel> "false" -> "true"
All vanilla headwears now added to <whiteApparelList>
All Moosesian headwears now added to <apparelList>
WFF_Firespitter Added to restricted <weaponList>

Update: 17 Oct, 2021 @ 6:06am

[Auto-generated text]: Update on 10/17/2021 8:05:56 PM.
Minor texture update for most uniforms.
GeneralRaceSetting.xml: Change AimingDelayFactor to from 125% to 100%

Weapon changes
WFF_Dieselboiler: Increase <RangedWeapon_Cooldown> from 3 to 4
Reduce <warmupTime> from 3 ro 2
//Same DPS as before, it's actually a buff given it's now take less time to fire.
WFF_Firespitter: fix a minor typo in description.

Update: 28 Sep, 2021 @ 12:08pm

[Auto-generated text]: Update on 9/29/2021 2:07:52 AM.
Apparel.xml : Two new headwears
Neolithic apparel : WFF_FurHat.
Medieval apparel : WFF_Ironhelm(A helmet piece for Ironhide).
Fixed texture for WFF_Ironhide.

GeneralRaceSetting.xml : Add MS_Head7 & MS_Head 8 to the crown list.
//The new face types from the 14th Sep update should appear in the game now, again my apology for such an oversight.

Update: 23 Sep, 2021 @ 2:37pm

[Auto-generated text]: Update on 9/24/2021 4:37:05 AM.
Oldguard Bearskin : <researchPrerequisite> changed to General Path.
New texture for VanguardPickhat and GeneralPickhat.

Reintroducing old weapon : Antlerbreaker, now return as a breechloader rifle
Research project MSR_Breechloader is now available.

//As reference for future CE patch, this is essentially a martini-henry, but the caliber is much bigger.

Dieselboiler : changing range from 60 to 55

Update: 17 Sep, 2021 @ 12:11pm

[Auto-generated text]: Update on 9/18/2021 2:11:18 AM.
Add custom weapontag for artillery piece.
Change 1.2 Artillery to be the same as 1.3 version.
//I forgot to apply the earlier artillery changes to 1.2, my bad.

New textures : WFF_FarmerSunhelm and WFF_MilitiaCap
MSHair_B_south : fixing minor texture mistakes.

Update: 15 Sep, 2021 @ 9:48am

[Auto-generated text]: Update on 9/15/2021 11:48:17 PM.
MS_Scenarios.xml : changing starting weapons
From 6 Headcutters to 1 Headcutters, 1 Antkiller and 1 Firehorn.

Antkiller weapon tag has been changed : MS_Range_Standard to MS_Range_Civilian, to prevent them from spawning in raid.

GeneralRaceSetting.xml : <atlasScale> reverted back to 8

PawnKinds.xml :
MoosesianWarriorPawnBase : Add <maxGenerationAge> = 30

Texture changes :
Realigning all apparels, eats and antlers texture with the new head sprites(exceptions for apparels that are soon to be redrawn)

Update: 14 Sep, 2021 @ 1:13am

[Auto-generated text]: Update on 9/14/2021 3:12:08 PM.
Sorry for the delay, I always try to keep it at 2 days per update, 4 for big one, but these new hairs took a lot of time to get it right.

GeneralRaceSetting.xml :
WFF_MSSlaveOutfit added to restricted apparel list.

Hairs.xml :
Label changes, now all hairstyles has their own specific name.
//I still left 'MS_' in to separate it from vanilla style.
MSHair_F & MSHair_G added.

Texture changes :
2 new faces type.
Redrawn the east facing head sprite.
//Mistakes were made.
Minor hair textures fixes/changes.
MSHair_E has been redrawn entirely.

Update: 9 Sep, 2021 @ 2:05pm

[Auto-generated text]: Update on 9/10/2021 4:04:55 AM.
Artillery fixes

MS_ArtilleryCannonBase12pdr :
Description changes, swapping the description, also add new one extra verse.
New textures, now the gun has brass color, while the carriage has olive green, there is also an arrow that show direction of the gun when set to install.
//The 'base' of the gun itself used to be a transparent sprite, causing the uninstalled/minified and the blueprint version of building to be invisible, this is the best I could come up with as a solution.
Now act like vanilla mortar, except no longer need 'fuel'(Reinforced barrel).
Now have storage option, act like vanilla where you can choose allowed ammo type.
Now loaded shell(in this case, the cannonball) can be extracted from the cannon.
Now have proper shadow instead of edge rectangle shadow:
add <shadowData>
set <castEdgeShadows> to false

MS_Cannonball_12pdr_Roundshot :
New textures, lone cannonball has smaller size, multiple cannonballs are now in a crate instead of being stacked as a piles.
Reduce crafting cost, from 50 steel to 30.
Increase mass from 5 to 5.4

Storyteller : small sprite replaced with a new one zooming closer to her face.

Update: 7 Sep, 2021 @ 6:39am

[Auto-generated text]: Update on 9/7/2021 8:39:31 PM.
Dieselwork description changed to be more coherent(second verse)

Ironheap has its research prerequisite changed to general path.

Rebalance Metalbuss stats : <stoppingpower> from 2 to 2.5

New weapons added
Firespitter, along with custom damage def, unlocked as a reward for researching Guard path.
Antkiller (Fowler), a small musket normal human can use.
//There's suppose to be two more, but I decided not to add them for gameplay reasons.

New buildings added
Cannon Artillery :
MS_ArtilleryCannonBase12pdr (the base gun)
MS_ArtilleryCannonPiece12pdr (the gun piece that actually do the shooting)
MS_Cannonball_12pdr_Roundshot (the cannonball as an item, similar to mortar shell)
MS_Cannonball_12pdr_RoundshotBullet (the cannonball as a projectile being launched out of cannon)
//I did not put '12-pounder' into the <label> as it would be too specific to be fit with vanilla, this will change once I make CE patch though.
//Artillery at the moment is functional, but with inherent issues of which I will fix later.

New research project : MSR_ArtilleryCraft

GeneralRaceSetting.xml : atlasScale reduced from 8(512px) to 4(256px)
//1.3 only

new category : MS_Cannonballs
WeaponCategory.xml renamed to MSCategories.xml and moved to the shared Defs folder
All custom categories will be kept here from now on