RimWorld

RimWorld

Roo's Minotaur Xenotype
Showing 1-9 of 9 entries
Update: 5 Oct, 2024 @ 6:55am

Changes:
Rock Chunks
Throwable rock chunks' damage and warmup has been slightly reduced.

Update: 4 Oct, 2024 @ 11:49am

New Additions:
• Minotaurs have been given the Aggressive Gene.
• New backstories have been added to minotaur pawns:
RBM Roamer
RBM Hothead
RBM Alpha
RBM MinotaurCultist
RBM Akabeko
RBM Human Rancher
RBM Veal

Changes:
Minotaur Xenotype:
• Changed combat Power Factor from 1.3 to 1.4.
• Minotaurs will now spawn with food in their inventories and will no longer ransack your fridges for food.

All Genes:
• Improved descriptions to be clearer and more concise.

Lactation Gene:
• The milking machine has been turned into a milking spot, so your medieval pawns can also milk themselves now. (The Milking Spot can now be found in the production tab.)
• The Lactation ability Gizmo is now hidden for pawn genders that have been disabled from lactating in the mod settings menu.
• The Lactation ability Gizmo is always disabled for pawns under 18 years old. Nor will they attempt to milk themselves at a milking spot.

Herculean Gene:
• Herculean icon has been cleaned up to now have rounded edges instead of square.
• Metabolic Efficiency has changed from -3 to -2.
• -0.2 Move Speed has been removed.
• +1.3 to Melee DPS stat has now been changed to +1.3 to MeleeDamageFactor.
• -10 Melee Dodge Chance has been changed to -15.
• 1.3 Meat Amount has been changed to 1.5.
• 1.3 Leather Amount has been changed to 1.5.
• 4 Carrying Capacity has been changed to 25.
• Pawns are now drawn 0.3 times bigger when Herculean if VE Framework is installed.
• Pawns that get ‘crushed’ by Herculean pawns during lovin’ will now get a cute little icon above their heads. (Thank you for understanding how crucial this was and getting it to work Zelan!)

Unguligrade Legs Gene:
• Metabolic Efficiency has been changed from -1 to -2.
• -0.25 Stagger Duration Factor has been removed.
• 0.20 Move Speed has been changed to 0.10 (For reference, the Fast Runner gene gives 0.20).
• Melee Dodge Chance has been changed from 5 to 10. (For reference, the Nimble trait adds +15)
• Filth Rate has been changed from 1.5 to 3. (For reference, a baseliner has a filth rate of 1, a goat has a filth rate of 8 and a cow has a filth rate of 16.)
• Tattoos were previously not visible on pawns with the Unguligrade Legs Gene. This has been fixed. Now your pawns can be inked up and covered in fur at the same time!
• Removed the functionality to turn unguligrade legs into individual HeDiffs / body parts with VE. We were having too many incompatibility issues with it and other mods, so decided to remove it for now.

Bovine Temper Gene:
• Bovine Temper gene has been streamlined to only give the See Red ability.
• Aggro Mental Break Selection Chance Factor 1.5 has been removed.
• Metabolic Efficiency has been changed from 1 to -1, as it’s a straight buff now.

Ruminant Stomach Gene:
• Reworded the description to make it more obvious that pawns with this gene will eat hay instead of simple meals. (Unless you have the Vegetarian: Abhorrent precept. They will always eat fine meals and above instead of hay if they can.)
• Metabolic Complexity has been changed from 3 to 2.
• Raw Nutrition Factor has been changed from 2 to 1.5
• Max Nutrition has been changed from 1.5 to 2.

Estrous Cycle Gene:
• Metabolic Efficiency has been changed from 1 to 2.
• Made incompatible with the Sterile gene.
• Made incompatible with the Sterile HeDiff (temporary sterilisation is still OK).
• Made incompatible with the Pregnancy HeDiff.
• In Heat Thought now gives -10 instead of -3 to mood. This is because pawns in heat will initiate lovin’ more, giving them bigger buffs from it. Pawns without a lover however…

Bovine Head Gene:
• Changed Metabolic Efficiency to 0 from 1.

See Red Ability:
• Range indicator better represents the ability’s range.
• How the enemy AI chooses to use See Red has been super refined (Thank you Zelan!); now raiders won’t just use See Red when they enter the map and tear each other to shreds. They will only use it when they’re in pain and near an enemy pawn.
• Altered the distribution of stages so that it’s much shorter, but way more powerful.
• When at Intense (the first stage of the ability), pawns will experience the following:
• - Melee Hit Chance +15
• - Pain Shock Threshold +200%
• - Stagger Duration Factor -50%
• - Incoming Damage Factor -50%
• - Flammability 0%
• +70% Moving
• +100% Manipulation
• - And all surrounding pawns will stop attacking and flee for a few seconds.

Backstories:
• Cleaned up the following backstories:
• RBM_Powerhouse
• RBM_ProspectiveGuardian
• RBM_RejectedGuardian
• RBM_FriendlyGuardian
• RBM_Lab-GrownGuardian
• RBM_BraveGuardian
• RBM_StoicGuardian
• RBM_CompassionateGuardian
• RBM_PiningGuardian
• RBM_ClumsyGuardian
• RBM_ElegantGuardian
• RBM_StandardGuardian
• RBM_IllicitGuardian
• RBM_ShowCalf
• RBM_Isolated
• RBM_MazeDweller
• RBM_Xenohustler
• RBM_CutOfMeat
• RBM_Logger
• RBM_HumanFighter
• RBM_Feral

Herculean Weapons:
• Changed most of the descriptions to better explain the weapons’ functions.
• A lot of the Herculean weapons had such minor drawbacks and buffs that you couldn't really notice were there, so I’ve removed some of them, hoping you won’t notice… This helps to keep the vision of the weapon simple and easy to remember.
• The movement speed debuff of Herculean weapons has been made a bit worse, since the movement speed debuff of Herculean trait has been removed.
• A new ThingCategory has been made for Herculean weapons and apparel.

Bullslinger:
• Impact sound has been made more satisfying and crunchier.
• Damage has been buffed a bit.

Midaspear:
• The way the MidasTouch HeDiff is applied has been changed slightly.

Epsilon Axe:
• Epsilon axe has been moved from Minotaurs Expanded to this mod, as there were no craftable Herculean weapons available until now.
• Increased cooldown time to 4.
• Reduced head damage to 20.
• Description has been changed to reflect its fighting style better.
• Added to Herculean Weapons category.

Other:
• Reworked the minotaur pawn spawning criteria, balancing out the difficulty more and ensuring that it takes less tries to generate a pawn.
• Changed the bull fur tattoo to an axe tattoo, as unguligrade legs now give fur anyway.
• General XML has been cleaned up.
• A few mod compatibilities have been removed or tweaked a little.
• Improved the Minotaur Xenotype description as well as just make some general text changes here and there. (Sorry, I can’t remember them all!)
• Clarified that when the mod settings menu says that Herculean pawns can use ‘Heavy Weapons’, we mean the ones from VE.
• Improved backstory crossover between minotaur, satyr and faun xenotypes.
• Added a few more forced traits for Vanilla Traits Expanded.

Update: 12 May, 2023 @ 3:45pm

Bug Fixes:
• Unguligrade legs no longer count as prosthetics.

Update: 8 May, 2023 @ 10:00am

Bug Fixes:
• Mod settings menu now works correctly when accessed through the mod list.

Update: 6 May, 2023 @ 1:26pm

Bug Fixes:
• Changed default settings for heavy weapons.

Update: 5 May, 2023 @ 12:13pm

New Features:
• Due to lots and lots of requests, herculean pawns can now equip heavy weapons from Vanilla Weapons Expanded - Heavy Weapons and warcasket weapons from Vanilla Factions Expanded – Pirates.
• Unguligrade legs now give Minotaurs fur on their lower bodies, matching the colour of their hair! 😊
• Eyes and beards sit better on Minotaur head types.
• ‘Compatibilities’ file has been added to the ‘About’ folder.
• Added mod icons to loading menu, courtesy of Arquebus.
• Added alpha masks to hairs, for compatibility with Hair Modding Plus (continued).

Bug Fixes:
• Fixed startup errors caused by faulty faction patches, and errors caused by not running Ideology.
• Code has received a general clean-up.

Update: 16 Feb, 2023 @ 5:22am

New Features:
• Rock chunk weapons are now optional. A new setting has been added in the mod settings: "Disable Weaponized Chunks". Enable this setting, as well as "Regenerate Chunks" and restart your game. Chunks will now function as normal.

Update: 5 Feb, 2023 @ 2:53pm

Fixed TPS issue:
• Rock chunks will no longer throw errors when the mod is added mid-game. Thanks to the amazing @Zelan, a new setting has been added to the bottom of the "Mod Options" menu: Regenarate Chunks.

Enabling this setting on a save with rock chunk errors will now fix the save. Leave the game ticking for about 30 seconds and the fix should have completed. If errors persist, re-enable "Regenerate Chunks" and try again.

Bug Fixes:

• Biotech has been added as an in-game dependency.
• Vanilla Traits Expanded patches no longer throw any errors.
• Weapons from other mods that were wrongfully "Herculean" have been fixed.
• Minotaur will no longer lose all bones in their legs when Medical System Expansion 2 is installed.

Balancing:
• Weapon costs for Minotaur Guardian (High) have been rebalanced.

Update: 3 Feb, 2023 @ 8:50am

[Auto-generated text]: Initial upload.