RimWorld

RimWorld

Android Tiers Reforged [LEGACY]
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Update: 17 Feb, 2023 @ 1:03pm

ATR 1.2.9 Changelog:
- Changes to baseline move speeds for T1-T4 have been introduced:
- T1: 3.00 -> 3.60
- T2: 4.50 -> 4.10
- (Human): 4.60
- T3: 6.00 -> 5.10
- T4: 7.20 -> 5.60
- Reduced T1 - T4 unarmed melee damage and attack speed across the board.
- Halved the health of the framework body part given that losing it does not kill or impair pawns, and does not even lose a framework prosthetic (except for below cases).
- Refined frame is now lost if the body part is destroyed, given that the majority of the "implant" is stylized etching and artistic carving inscribed into the frame rather than a distinct part.
- Suppressor frame is now lost if the body part is destroyed.
- Fixed a potential future bug with spawning androids before it could become a problem.
- Tweaked the mote for foreign surrogates to be more consistent (hopefully) in appearing and disappearing.
- Changes to the Watchdog have been implemented:
- Nuzzle frequency is now 3 times higher, equivalent to a husky.
- Hunger rate has been dropped by 80% to more closely resemble canines.
- Melee damage and rate decreased to reasonable levels.
- Move speed reduced to 6, slightly faster than a horse.
- Due to its small body size, can no longer be ridden (but is still a pack animal).
- Innate armor reduced to be equivalent to scyther/lancer armor.
- Material costs of all mechanical animals has been significantly reduced, primarily in plasteel.
- Material acquired by disassembling mechanical animals has been reduced to match new costs.
- Nutrient Solution has been reworked:
- The base item has a short shelf-life (6 days) and is slightly less nutritive (0.1 instead of 0.15) than before (value is now 2.2 instead of 8).
- Nutrient Solution can now be processed at a biorefinery or drug lab into Nutrition Blocks that are significantly higher in nutrition (0.2, effectively doubling nutrition), and never spoils. It is still an "animal product" ingredient and may be made into meals (which will not keep the non-spoiling property thanks to RimWorld's food system that I do not want to tangle with).
- I don't have graphics yet, so they use the chemical capsule graphics for now. Enjoy the confusion.
- Nutrition blocks can not give food poisoning. Neither item creates a mood effect by itself.

Update: 13 Feb, 2023 @ 2:42pm

ATR 1.2.8 Changelog:
- Added a blank texture for the watchdog's pack animal graphic so they don't become pink and cry.
- [Steam] Uploaded a fix for german translation issues.
- Refactored an AI temperature checking patch to improve performance and back-end consistency.
- Reduced T1 - T4 built-in blunt armor slightly to more closely resemble vanilla blunt - sharp divides.
- Dropped the gold cost from the drone resurrector kit.
- Baseline work speeds for T1-T4 modified:
- T1: 45% -> 60%.
- T2: 80% -> 80%.
- T3: 140% -> 120%.
- T4: 160% -> 140%.
- Baseline learning rates for T2-T4 modified:
- T2: 90% -> 80%.
- T3: 140% -> 120%.
- T4: 200% -> 160%.
- T3 social impact reduced from 140% to 120%.
- T4 Maintenance efficiency increased from 160% to 180%.
- Insight assistant gives 100% bonus learning speed rather than 200% bonus.

Update: 11 Feb, 2023 @ 2:57pm

- Added missing translation key for previous update

Update: 11 Feb, 2023 @ 2:46pm

ATR 1.2.7 Changelog:
- Fixed a small bug with other factions' surrogates throwing a harmless error on spawn and failing to display control motes.
- Tweaked some faction-related stats.
- Explosive IEDs can now be connected to the SkyMind network to be remotely and instantly triggered via a gizmo.
- Skill point insertion rate is now modifiable via settings, under connectivity, right above the conversion rate.
- Watchdogs are now "rideable" for caravan purposes and give an equivalent bonus to horses.
- Watchdogs are now pack-animals.
- Watchdog move speed has been reduced by 1.
- Bedside charger linking to bed is now done programmatically rather than by xml patching to automatically work with all beds.
- Translations for Chinese traditional, Chinese simplified, and German provided by FG_Remastered integrated.

Update: 6 Feb, 2023 @ 6:15pm

ATR 1.2.6 Changelog:
- Fixed a small bug around the "restart" hediff in that it stuck around longer than it should have (and appeared infinitely stuck at 0%).
- Changed the restart and reboot hediffs to say how many hours are left rather than a vague "0 - 25 - 50 - 75 - 100"%, meaning you should always know how long before it wears off (or have a very easy way to verify its not actually going down).
- The restart hediff no longer applies upon installing an auto core if you choose to initialize via SkyMind Core (it is applied when the download is complete).

Update: 5 Feb, 2023 @ 2:33pm

ATR 1.2.5 Changelog:
- Created slightly better graphical exemplars for android races and the restriction interface.
- Added a translation string to the surrogate control icon setting that was missing one.
- Androids no longer change their last name when getting married.
- Refactored a temperature patch to be more performant, for about ~3 times faster in a basic test.
- Made hypothermia for androids a bad thing like it should be.
- Made hypothermia no longer give androids frostbite.
- Refactored some back-end code organization.
- Mechanical animals are no longer considered organic for bed type restrictions.
- Added an xml patch so mechanical prisoners will do self-maintenance instead of wandering.

Update: 2 Feb, 2023 @ 4:33pm

ATR 1.2.4 Changelog:
- Fixed a bug that prevented prisoners from connecting to the SkyMind network for mind absorption operations.
- Added Hediff/Trait blacklisting mod settings for mechanical units into Health/Stats settings respectively.
- Note: there is no great, performant way to handle these things and I will make no assertions about functionality if you blacklist things that make no sense. Explode at your own risk.
- This only affects NEW hediffs or traits being added - already existing hediffs or traits on a pawn will not be removed.
- Fixed a critical performance issue relating to the selection of maintenance spots.
- Not every single tile in charging/bed rooms are now eligible, but rather 3 random spots in those rooms.
- It will not check rooms that have been checked already (IE. if a room has multiple charging stations in it).
- Charging stations outside will no longer be eligible areas for self-maintenance selection.
- All calculations will now look for a much smaller radius around their owned bed or selected charging station.

Update: 1 Feb, 2023 @ 6:01pm

ATR 1.2.3 Changelog:
- Maintenance will now seek proper places to do it, rather than doing it wherever the pawn happens to be standing last.
- Maintenance spots have been introduced, that can be assigned to one or more pawns with maintenance need.
- Search behavior is influenced by:
- Candidates are maintenance spots, a pawn's bedroom, any room with a charging station, 3 randomly selected positions in the colony, and the spot where the pawn is standing (as a last resort).
- Default "score" for each position is <= 1.
- A maintenance spot assigned to the pawn gives +100.
- A maintenance spot assigned to no one gives +10 (everyone can share this spot).
- A maintenance spot assigned to some other pawn (but not this one) prevents using the spot entirely.
- All candidates in the pawn's bedroom gets +20.
- All candidates in the charging station room gets +5.
- Unroofed candidates get -5.
- EX: a pawn's bedroom with a non-assigned maintenance spot gets (<1 + 20 + 10 = 30 score).
- Highest scoring spot wins and is selected.
- This does mean that an unassigned maintenance spot in a pawn's bedroom will allow other pawns to enter the room and use it (except as restricted by below).
- Candidates that are unreachable, unsafe, not-standable, or are forbidden (in non-allowed area) are ignored.
- Idle maintenance will follow this behavior, but will prefer to keep its current position instead of going somewhere else if a "better" spot appears later (updates roughly every half day).
- Fixed a bug that made researchers freak out over trying to generate server point insights on a bench that isn't connected to the SkyMind network.
- War of Rights no longer triggers on drones.
- Make idle maintenance always be done instead of wandering, just to avoid wandering and instead keep maintenance topped off.
- Fixed high maintenance's beauty effect not functioning correctly.
- Refactored major chunk of code relating to graphics around surrogates, mind operations, and selecting surrogates.
- Only gameplay impact is that there is no longer a visible icon that appears over potential surrogates to connect to, as it has been replaced by a targeting system that will display a visual indicator when hovering over it.
- A mild performance boost is expected from this.
- Graphical indication for controlled surrogates (the icon above their head) can now be turned off in mod settings.

Update: 28 Jan, 2023 @ 9:27am

ATR 1.2.2 Changelog:
- Implemented a +1 mood buff for androids being painted their favorite color.
- Removed a patch that made mechanical pawns not taint their clothes.
- Added null-checks to avoid the mod breaking on startup if another mod has malformed ThingDef xml code.
- Added a new setting to the General Considerations section to allow ATR to automatically reconfigure the considerations on game startup so that the mod settings can automatically add in new races.
- This will not trigger if the considerations section is non-default (ie. changed manually).
- This will not immediately affect existing installations as it temporarily defaults to custom, non-default mode.
- Significantly reduced the max cold/heat comfortable thresholds for mechanical pawns.
- Eliminated all references to the Mark 1 Warrior in the code, in preparation for a new sub-mod release (a sneak peek spoiler to all those who actually read change notes - there's a sub mod in the works right now available on the new ATR discord!)

Update: 25 Jan, 2023 @ 6:55pm

ATR 1.2.1 Changelog:
- Test translations for Korean, Japanese, and Brazilian provided by lazycooken.
- Fixed a harmless error that appeared when Royalty isn't installed.
- Some minor code refactoring has been done.
- Made 99.999999999999999% that microscythers will be brave enough to exit the microscyther IED when triggered.
- Made 99.9999999993% that M7's will spawn at least 100 or more years old.
- Made maintenance ticks happen 8 times less often but with 8 times more impact, to reduce performance impact.
- Maintenance is a long-term variable, so greatly reducing its tick rate (effectively to Long) should have little visible impact on gameplay but possibly reduce performance load.
- Some additional issues may be present, please report all suspicious or off behaviors.
- Changed the T5 color generator spacing to satisfy Winterbloom's concerns.