RimWorld

RimWorld

Moosesian race
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Update: 10 Aug, 2021 @ 10:15am

[Auto-generated text]: Update on 8/11/2021 12:15:04 AM.
New texture for WFF_CeremonialDress
New dedicated slave apparel for Moosesian : WFF_MSSlaveOutfit
WFF_GuardHelmet now got replaced with WFF_GuardBearskin and WFF_OldGuardBearskin

Note for Japanese Translator : Back in the last update I did edit the first sentence of all apparel descriptions as well, not just adding a new one. I just want you to know in case you missed it.

Update: 8 Aug, 2021 @ 12:34pm

[Auto-generated text]: Update on 8/9/2021 2:34:13 AM.

Signal Saber has its research prerequisite changed to MSR_WarriorPath.
New weapon: Horsepole.
//Bad DPS, but slightly boost movespeed, useful for charging enemy rank, the secondary purpose is to stack the boost with infirmier uniform, making rescuer able to reach downed pawn faster.

Apparel.xml :
Two parents is now unused, since they are meant for machiningtable, but I have decided to limit my race at medieval tech.
MS_MachineableGearBase
MS_MachineableHeadGearBase

Description update for all apparels.
Uniforms are overhauled across the board, now they all have same level of protection(exception being the vanguard) which is very low, no more walking plate carrier, just uniform.
To compensate this, the uniforms now have much lower cost and higher hitpoint.


New apparels are added but currently not used since their textures are not ready yet :
//Military
WFF_SurgicalApron (For Doctor)
WFF_CavalryCuirass
WFF_InfirmierUniform (Field medic)
//Civilian
WFF_Civilianwear
//Plate armor
WFF_Ironhide
WFF_Ironhelm
//Hats
WFF_OfficerBicorne
WFF_GeneralBicorne
WFF_OldGuardBearskin
WFF_GuardBearskin
WFF_SkirmishShako
WFF_VanguardShako
WFF_Flowercrown (Headwear for Ceremonial Dress)
WFF_CivilianBicorne
//Neolithic
WFF_Ancestralwear (Tribalwear)
WFF_FurHat (Tribal headwear)

Note: WFF_GuardHelmet will be replaced with WFF_GuardBearskin and WFF_OldGuardBearskin once their textures is ready.

Update: 4 Aug, 2021 @ 7:29am

[Auto-generated text]: Update on 8/4/2021 9:28:55 PM.
Both 1.2 &1.3
In PawnKinds.xml :
Reduce the resistance/recruit difficulty range by half across the board, recruiting enemy Mossesian is now easier.

Remove :
MS_Guard_Melee
MS_Guard_Range
MS_Vanguard_Melee
MS_Vanguard_Range
MS_Vanguard_Marksman
MS_Warrior_Melee
MS_Warrior_Range
MS_Warrior_Breacher

Add :
MS_Guard_Old (Only appear during a friendly visit or when you raid NPC settlement)
MS_Guard_Officer
MS_Guard_Grenadier
MS_Guard_Sapper
MS_Vanguard_Officer
MS_Vanguard_Light (Light Infantry)
MS_Vanguard_Skirmisher
MS_Vanguard_Sapper
MS_Warrior_Officer
MS_Warrior_Line (Line Infantry)
MS_Warrior_Sapper

All Ranged Warrior(Line Infantry) now use Dieselwork instead of Metalbuss.

In BackstoryDef.xml
MS_CombatSpecialist_Guard : trait degree reduce by 1
Add : MS_Old_Guard specifically for MS_Guard_Old

Firearms :
Firehorn & Rakali rebalanced (warmup/cooldown & accuracy changes)
All firearms now can only be made in smithing, not machining.

In ResearchProjects.xml :
All researchs projects now have tech level of Medieval.

In MSFactions.xml : Rebalance the entire <pawnGroupMakers>
Raid should be much easier now that there are less melee pawns around.
Previously, a group of 6 infantries will be led by 1 person of higher rank(warrior->vanguard->guard), now every rank has their own "Officer" to led them.
For every 1 officer there is 6 infantries(Line/Light/Grenadier), resulting in more melee pawn in the field, thus now the rate has been changed to 1:12.
(It's still 1:6 for Sapper & Skirmisher)

Update: 2 Aug, 2021 @ 9:22am

[Auto-generated text]: Update on 8/2/2021 11:15:37 PM.

Weapons Overhauls Part 2
> All melee weapon textures updated to 256px
> New weapon : Signal Saber, lowest DPS of all melee weapons, but has the fastest cooldown.
> Re-adjust ALL weapons stats across the broad.
> Add more/new weapon descriptions.
> Weapon changed : Headcutter is now a breaching axe instead of polearm.

Textures Update
> Re-align head textures to allow more space for headwears. pawn can now wear vanilla/ideology headwears without looking weird, in contrast, long hairs are now shorter.
> Revert back to use single bodyaddon for all sprites direction due to framework problem.
> Revert back to use pre-1.3 pawn draw size, however body textures has been re-aligned and thus not causing anymore noticeable clipping problem.

Update: 27 Jul, 2021 @ 7:48am

[Auto-generated text]: Update on 7/27/2021 9:48:53 PM.
Quick fix
MeleeWeapon_Conductor_Wand.xml :
Add "BasePsychicWeaponMelee" parent back.
//I thought there is no need for it here since Royalty already made one, but I forgot not everyone has Royalty.

Update: 27 Jul, 2021 @ 3:40am

[Auto-generated text]: Update on 7/27/2021 5:40:43 PM.
Weapon Overhauls
//Overhaul? more like less content lmao.

Metalbuss : longer range, less long range accuracy.
Change nameDef to WFF_Metalbuss
Dieselwork : now a musket instead of breech loader, less accuracy but still better than Metalbuss.
Change nameDef to WFF_Dieselwork
Dieselboiler : now a rifled version of Dieselwork(with iron sight instead of scope), less accuracy.
Change nameDef to WFF_Dieselboiler
Decimator : now a blunderbuss.
Change nameDef to WFF_Firehorn
Rakali : now a flintlock pistol, less accuracy, more damage.
Conductor wand : new texture.
Remove Antlerbreaker.
//No idea how to change this thing to fit the 18th century theme, so removed.
Remove Antkiller.
Remove Firespitter
All firearms have a new texture in 256px.

All weapons now have base armor penetration.
All weapons now have better melee damage(some are better than bare fist, some are worse).

PawnKinds.xml :
Remove tag : MSW_Range_Advanced
MS_Guard_Range now use tag : MSW_Range_Industrial(Dieselwork).
//Kinda feel bad since they're suppose to have best firearms.

Research Changes(ResearchProjects.xml) :
All research projects no longer has any ties(prerequisite) to vanilla.
Add a distinct label "MSR_" in front of all reserach defName, to prevent potential conflicts with other mods.
Reduce firearms related tech to total of three researches.

Apparel.xml, fixing incorrect research def on some apparrel, adding MSR_ to everything.

1.2 Fixes :
Apparel.xml : Remove <countsAsClothingForNudity> from MS_HatMakeableBase and MS_MachineableHeadGearBase

Update: 24 Jul, 2021 @ 9:40pm

[Auto-generated text]: Update on 7/25/2021 11:40:52 AM.
Both 1.2 & 1.3
MeleeWeapon_Conductor_Wand.xml : Move [MayRequire="Ludeon.RimWorld.Royalty"] to <PsychicEntropyRecoveryRate>
//Weapon no longer disappear just because you don't own Royalty.

Apparel.xml : Add [<apparel>[<countsAsClothingForNudity> = false]] for parents MS_HatMakeableBase and MS_MachineableHeadGearBase
//Headwears no longer make nudist unhappy.
Updated head texture for Head1, 2 and 6.
//Grumpy mouth expression are now just as visible as the smiling one.

New Apparel
Apparel.xml : Add WFF_CeremonialDress
Remove 'Smithing' from <recipeMaker> for WFF_FarmOveralls
New clothing tag : MSC_Colonist

PawnKinds.xml : Replace MSC_ALL with MSC_Colonist for MS_Colonist and MS_Vagabond

In GeneralRaceSetting.xml :
Add WFF_CeremonialDress into <apparelList>
Remove comment, now hair can has multiple colors

1.3 Only
Culture.xml : Change label and description for MS_Tradition
Apparel.xml : Add <SlaveSuppressionOffset MayRequire="Ludeon.RimWorld.Ideology"> into <equippedStatOffsets> for all apparels.

MSFactions.xml, MoosesianFactionBase : Add [<maxConfigurableAtWorldCreation>=7]
//Add NPC faction to configurable list at game start.

Update: 23 Jul, 2021 @ 4:42am

[Auto-generated text]: Update on 7/23/2021 6:42:34 PM.
Quick fix
In MeleeWeapon_Conductor_Wand : Add [MayRequire="Ludeon.RimWorld.Royalty"]
//I forgot that psychic content requires Royalty, my bad.

Update: 22 Jul, 2021 @ 10:11pm

[Auto-generated text]: Update on 7/23/2021 12:11:46 PM.
Quick fixes
> 1.2 antler now also separated into two bodyaddons.
> WFF_FarmOveralls now has thick outline just as every other apparels.

Update: 22 Jul, 2021 @ 9:27pm

[Auto-generated text]: Update on 7/23/2021 11:27:41 AM.

Headwears are now available in 1.3

In GeneralRaceSetting.xml :

Antler is now divided into two separated bodyaddons, one that hide behind hair and headwears(when pawn facing north-south), and one in the front of both(east).

In antler bodypart : Change [<Female> = (0,0.58)] to (0,0.55)
//Now antler are even on both south and north.