RimWorld

RimWorld

Ship Girl Race
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Update: 19 Aug, 2021 @ 12:13pm

(x) VEF version has Toggle option to disable rendering of comedically oversized anime eyes, and head addons, to support taller body textures.
(x) Adjusted background opacity on spacer tier hulls to 1/255, to prevent rounding errors, resulting in transparent squares, over pawns with certain hulls.
(x) Designated specific shaders for all bodyaddons, to ensure consistent behavior.
(x) Brawlers are no longer upset by wearing the VE versions of gunfists, AA guns or destroyer caliber guns. (VE added BrawlerCaresAbout negation tags. Thanks, LegoDude!)
(x) Update Spacer AA Weapons to match the previous ROF buff to industrial AA Weapons. Keeping Sisterhood vanguards away from you is significantly more important.
(x) Buff armor scaling on advanced Hull armors, from +50% per tech tier to +100% per, so Sisterhood are not made of paper. Keeping Sisterhood vanguards away should be harder than swatting flies.
(x) Buff Hull base armors, to compensate for the fact that ships can't layer armor on their rigging.

(x)New ship girls should pick subrace appropriate tattoo colors
(x)Sinister Girls have more diverse, but still alien skin tones
(x)Ultra-Tech Hulls have their own textures.
(x)Added tattoo masks for existing hulls.
(x)Added tattoo masks for existing keels.

[Auto-generated text]: Update on 8/19/2021 12:13:23 PM.

Update: 17 Aug, 2021 @ 1:37am

(x) Nerfed excessive aunts, by reducing the average number of sisters your parents have. (Very sorry for their loss.)
(x) AAMachinegun burstfire needs more ticks between shots. Looks cooler.
(x) Flak cannon ranged attack has fewer ticks between shots, for a more shotgun like effect. Less likely to shoot self when charged by a pig.
(x) Defensive Gun is using test cannon tooltips of defensive gun.
(x) Buffed Industrial Tier Auxiliary AA accuracy at touch range, to further reduce chances of shooting your own superstructure.
(partial) Update gun implants with even more info on their ranged attacks.
(x)ultra battleship installation requires the Ultra Battleship Hull Refit that has been renamed to Ultra-Tech Super-Battleship Hull Refit, to prevent confusion with the Ultra Battleship Hull Refit required for Ultra-Tech regular Battleship Hulls.
(x)Ultra and Spacer super-heavy battleships no longer have the exact same name for their health hediff, to prevent confusion.
(x)Uninstalled industrial shark mouth has the correct texture.
[Auto-generated text]: Update on 8/17/2021 1:37:05 AM.

Update: 12 Aug, 2021 @ 1:51am

[Auto-generated text]: Update on 8/12/2021 1:51:16 AM.

Update: 11 Aug, 2021 @ 11:03am

Beta v 0.2.2021.8.11a

VE support is COMPLETE! You can play this mod without PCF, if you want to use Vanilla Expanded Framework instead.
[Auto-generated text]: Update on 8/11/2021 11:03:51 AM.

Update: 10 Aug, 2021 @ 5:47pm

VE support is still partial, but advancing.

Changes:
(x) Fixed all the reported typos and proofing errors.
(x) Blood Shark faction leaders should no longer be generated as already impossibly old and decrepit.
(x) Blood Shark Faction leaders should no longer make up the bulk of early game raids.
(x) Nerfed Spacers' Implosion Missile Barrage from 8 missiles to 6.
(x) Buffed industrial AA machineguns' rate of fire.
(x) Nerfed melee cooldown on Industrial melee torpedo attacks.
(x) Updated gun implants with info on their ranged attacks.
(x) Brain implants (e.g. Seig Laurel) now have a storage category
(x) Uninstalling Spacer tier flak cannons now produces the correct item.
(x) Hatchers already in the process of hatching should no longer appear as loot, crashed drop pods or trade goods. For real this time.
(x) Industrial incendiary artillery now fires the correct projectile.

[Auto-generated text]: Update on 8/10/2021 5:47:30 PM.

Update: 6 Aug, 2021 @ 12:44am

Beta v 0.2.2021.8.7a

Holy cow! Four days is the longest I've gone without releasing an update since the start of open beta, and it felt really wierd.

Fixed: Humans and animals no longer drink fuel additives and become addicted to them.

~~COMPAT: SPADES can drink ship girls' chemfuel drinks.~~

Tweaked the body plan a bit, to add more upgrade slots for future implants. I think I figured out how to do it without messing up the part indexes this time. Everything seemed fine when I tested it last time though, so...

Expanded item descriptions for Gatcha Eggs, to better explain the differences.
[Auto-generated text]: Update on 8/6/2021 12:44:02 AM.

Update: 3 Aug, 2021 @ 11:44am

+Your single torpedo launchers have been upgraded to triple torpedo launchers.

+Torpedo Spread Launchers have been renamed to Pentuple Torpedo Launchers, to prevent confusion.

+All torpedoes have a shorter aim time, but a long cooldown.

+VE users will notice the option to install either a PCF or VE version of the Defensive Cannon or Demon Eye, if you have those implants in stock. The stats are the same, but VE gun turrets behave a bit differently. Please, let me know which one you prefer, and why.

+PCF only users will see these implants marked with (PCF) to ditinguish them, but no other changes.

+Some cannons have a shorter aim time, but a longer cooldown time. None of the changes are as extreme as what you'll see on torpedoes.

+The demon eye now has an 8 shot burst, but a 200 second cooldown time.

+Corrected some misplaced text.

-Still working on that whole "Humans think nautical fuel additives are candy," problem.

[Auto-generated text]: Update on 8/3/2021 11:44:49 AM.

Update: 1 Aug, 2021 @ 8:24pm

+Generic Gatcha hatchers have been replaced with Industrial Tier, Spacer Tier, and Random Gatcha hatchers. Higher grade hatchers can get you girls with high tech or rare hediffs equipped, but the cost rises quickly.

+Some bodyplan changes to facilitate future content, and compatibility with other mods. I've tested this on some old saves and it hasn't broken anything, but let me know if you see anything wierd.

+More re-balancing tweaks to the pool of ship kinds for starting pawns. Removed the last of those space battleships. Industrial light cruisers should be easier to draw.

+Rendering Atlas Scale increased to 2, for 1.3 mode.

+Addon Layers are looking a bit better, under 1.3. Feedback is welcome.

+Short range turrets, such as the AA Machine Gun and the Laser Eye have had their targeting range improved, but their accuracy outside of 4 tiles is almost worthless. This is to improve the chance of actually getting a shot off before they get locked up in melee.

[Auto-generated text]: Update on 8/1/2021 8:24:02 PM.

Update: 28 Jul, 2021 @ 9:00pm

[Auto-generated text]: Update on 7/28/2021 9:00:53 PM.

Update: 28 Jul, 2021 @ 7:58pm

Beta v 0.1.2021.7.28b

Merchants will no longer enter the map carrying ticking gatcha or gotcha eggs.

Merchants will no longer purchase ticking gatcha or gotcha eggs.

Merchants will buy black cubes, but not sell them.

[Auto-generated text]: Update on 7/28/2021 7:58:33 PM.