RimWorld

RimWorld

Before the Crash: Backstories
Showing 11-20 of 21 entries
< 1  2  3 >
Update: 5 Apr @ 5:36pm

- "GunshipExile" now has "<Crafting>" instead of "<Construction>"
- new adulthood backstory: "imperial attache" (imperial exclusive, inspired by Kent Mansley in the Iron Giant lololl)

Update: 5 Apr @ 11:52am

- fixed "ForgottenVizier" [PAWN_objective].
- "GlitterworldPeacekeeper" changed:"events that resemble debates more than actual dissent" to "events resembling debates rather than actual dissent". sounds more natural that way, I think.
- "TactialHandler" now dissables "Intellectual" instead of "Crafting". makes completely sense, should have been this way from the start.
- "BadTravelling" nerfed 2 points in "Crafting".
- "SilentSurvivor" needs a rework. I think he cannot even spawn right now, and he has medicine skill but I'm not sure he can even use it lol. not feeling like doing right now, and since the pawn cannot even spawn, it's harmless. removed his <spawnCategories> just in case. don't want to ruin nobody's pawn. we already got "NervousWreck" for that, but that's on porpuse.

- new adulthood backstory: "urbworld executive" (guys, I love this stuff. 90's corpo stuff is my jam. I would make 300 backstories just out of this, but I need to keep variety going. If someone manages to fix the age deal, I would wrote the best rendition of the "Old Man" from Robocop you guys will see in your lives.)
- new adulthood backstory: "megapol agent". really proud of this one, even if it's just a rehearsal of the original "X-Com: Apocalypse" description. I just love how well it reads. definitely want this guy in my colony. sure as hell I will make more from "Megapol" and then "MarSec". Go play this if you haven't: https://openxcom.org/forum/index.php?topic=3626.0. playing this was one of the most fun things I've ever done in my life.

I would make a lot more of "corporate" backstories, like the mini expansion I did with the sea the previous update. I'm in dire need of Deus Ex content, for example. But I got that sector already too well covered. didn't count it but it's sure as hell overexposed. need to make some other themes first.

Update: 5 Apr @ 4:42am

- "TacticalHandler" now has "VTE_DogPerson". now he has "4" in animals instead of "6". same as the "indebted child" backstory, the emotional feeling made me to desproportionately boost his stats, lolll. anyways, he has a very good idea of ​​how to treat animals, but rimworld fauna are not dogs, might even nerf him further considering his backstory hints he is from a relatively advanced world. in that case, maybe the only significant contact he had with animals were pure and exclusive dogs lolllllll, but anyways, I'm overthinking it too much.
- "DropTrooper" now has <SpeedOffset>1</SpeedOffset>, in reference to his "lighter" bones. guy sounds fast too, I mean. he is a drop trooper. in and out. previously just flavor, now it has a way to match his description. also, it can not spawn with "VTE_BigBoned". I should make that for every backstory, lol. hate that trait.
- corrected some missing [PAWN_possessive]
- removed the word "countless" from "Catachan" backstory. I mean, common, this is Rimworld, not Warhammer. now it reads: "waged brutal guerrilla wars across worlds". better writing, far more down-to-earth.
- "DemolitionsMiner" now has "VTE_DrunkenMaster".
- new adulthood backstory: "master of appetites"
- new adulthood backstory: "forgotten vizier" (imperial exclusive)

(weekly mini-expansion: ocean)
- new childhood backstory: "waterworld"
- new adulthood backstory: "seafarer"
- new adulthood backstory: "deep sea scavenger"
- new adulthood backstory: "desalination technician"
- new adulthood backstory: "bad traveler"

I wanted to make a traditional sea admiral too, but well, not enough inspiration surge and I did not sleep at all so brain is not 100% to keep writing. also, I did an alternative version of "Bad Travelling" that was amazing, I almost include it, but this one is more in the feeling with the original story.
maybe I will save the concept for another one.

Update: 4 Apr @ 9:30pm

- tweaked "JopallIndebted" stats a bit. it now has 2 social instead of 3. merchant background, life changing kind experience, but not necessarily actual skill or formal education. got a bit emotional over that one, lol.
- reworked traits structure so it no longer throws errors if not using Vanilla Traits Expanded. mod now has no requirements at all.
- <bodyType> of pawns ajusted just in case. some pawns did not have one previously, and was because I thought that could "randomize" them. but it seems like it could cause errors, so now all of them have body types.
- changed <li> of <requiredWorkTags>, <skillGains> and <workDisables> for every pawn, just in case other mods look for them that way, to fully ensure mod compatibility.
- UrbworldCorruptEnforcer01 now requieres "Social". that guy used contacts and shady abilities as much as violence.

No longers requires Vanilla Traits Expanded at all, no errors will pop up if you don't use it. But it will use traits from this mod if you have it activated.

Update: 4 Apr @ 2:02pm

No longers requires VFE - Ancients to work.

Update: 4 Apr @ 1:04pm

- "WarMechOperator" now has <Nerves>2</Nerves>, better reflecting his description. guy is a master checking itself, spent so much time inside that mech he kinda feels like a machine.
- new childhood backstory: "indebted child"

Update: 4 Apr @ 11:35am

- seriously tweaked BTC_Child.xml (childhood backstories). Many were wrong assigned (Outlander instead of Offworld and even one Offworld instead of Outlander hah). sorry, did not check it up till now.
- changed "BattalionFoundling" (childhood) from "<Tough />" to "<Nerves>1</Nerves>". makes more sense.
- tweaked SpaceWhaler stats. now it has crafting instead of melee. nerfed a point of animals.
- "DemolitionsMiner" and "Terrorist02" are now pirate exclusive.
- changed "Commissioner" from "VTE_Desensitized" to "Psychopath". better match for the description. also, he will no longer do any "commoner" job. since the backstory is "royal" exclusive and I imagine him like a total pain in the ass, it seems appropiate. maybe this guy is good fighting, maybe granting orders was a natural thing for him. but everything beneath that is beyond him. good luck catching one of these pricks!
- "Separatist01" now starts with "VTE_Tycoon". maybe this shit makes him op as fuck, but you literally have a Nute Gunray-Poggle the Lesser mix in your colony. considered to nerf his stats but I won't for now. this guy was one of the bigs. if he doesnt have those stats, then who will?
- "ShadowChancellor" removed "ImperialFighter" category. what the FUCK was that even doing there, guy almost can't fight. obviosly, he was inspired in Palpatine from Star Wars, but he is no sith lol. only <spawnCategories> he has now is "ImperialRoyal". also, he now has the same restriction as the "discipline officer" so he will not do "commoner" job. shame that disabled "Intellectual", so that <Intellectual>4</Intellectual> had to go. you cannot force Palpie to make your homework.
- "VenomSoldier" now has "Military", "Ex-Military", and "Mercenary" <spawnCategories>. not used right now, but may be useful in the future. this is not the only one who needs changes in his category. also, this serves as framework if mods use <spawnCategories> with those tags for their factions. so start using them! tweaked his stats a bit, less intellectual, 1+ melee than previously had in shooting. makes no sense to keep "shooting" instead of "melee" this guy relied more on venom than his actual fighting skills, and if he could be used from the distance, there would be no need for "augmentations". gameplay wise, that immunity if far more useful for a melee fighter than a ranged one.
- new adulthood backstory: "vault hunter"

gonna further check <spawnCategories> in some future update. That was not the first thing I had in mind when I started to make this and I didn't even differentiated in a proper way "Outlander" from "Offworld". sounded the same to me, lol. but "Outlander" are Industrial tech people, and Offworld are colonist-event exclusive pawns.
another update will feature sensible "<possessions>", items pawn start with. this stuff will be big, and needs some proper thinking. touchy about balance too.

I’ve already spotted some stuff I’d like to improve in some backstories, but I’m just not feeling up to it right now.
I don’t wanna make things harder for the folks who liked it enough to want to translate it, sorry! Maybe I should take more time between updates, lol.

Update: 4 Apr @ 8:53am

- PrisonGuard02, the one at the perpetual dark facility, now has -4 social. Tweakead a bit the description, replace some parts with commas.
- OrganTrader now has proper VTE_MadSurgeon trait.
- new childhood backstory: "penal world" (pirate only)
- new childhood backstory: "slum dweller"
- new adulthood backstory: "mercenary marshal"
- new adulthood backstory: "nervous wreck" (you don't want to roll this one!)
- new adulthood backstory: "retired hitman"
- new adulthood backstory: "space whaler" (honestly the most bold inclusion till now but had a blast writing it. I think remembering an event were a space creature blocks the sun. might have been from a mod tho)
- new adulthood medieval backstory: "noble’s dog"

Update: 3 Apr @ 11:41am

- new childhood backstory: "iceworlder"
- new adulthood backstory: "organ trader"
- new adulthood backstory: "glitterworld peacekeeper"
- new adulthood backstory: "multipass forger"
- new adulthood backstory: "prison guard"
- new adulthood backstory: "prison guard" (different)
- tweaked GlitterworldSoldier01 adulthood backstory to make it different to the new peacekeeper role. glitterworlds, being so advanced, should have specialized roles for every function
- some minor enhancement in the mod description

Update: 2 Apr @ 11:03pm

- Typo fix (lol)
- Tweaked ancients factions definition (uhh I didn't test it, but previously neutral ancients did not used the new backstories. I think) Update 04//04: Checked it now, they don't. But after some thought, maybe it's better this way. Must be possible to do it, if you people really think it's appropiate.
- Added VFE Ancients and Vanilla Expanded Traits as hard requirements. Anyways, it will would without Vanilla Expanded Traits, but the log will send errors.