RimWorld

RimWorld

Crystalloid (Xenohuman Race) B17
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Update: 2 Feb, 2018 @ 9:52am

- Fixed case sensitive errors that appear on startup

Update: 2 Jan, 2018 @ 4:04pm

V2.1 B18 Update

- Migrated and updated features for B18

- Crystalloids will now appear in the outlander and pirate factions

- Increased health for Crystal growth, decreased grow time

- Crystalloid Constructs now have a very large pain tolerance
- Prism Inner Shell now more likely to be hit in combat
- Prsim Inner shell much more vulnerable to bleeding
- Collosus core more vulnerable to bleeding
- Crystalloid organs more vulnerable to bleeding

- Volatile Guardians now explode with psionic damage instead of fire
- Reduced Volatile Guardian sharp armor by 15%

- Crystal blood renamed to Crystal ichor
- Ichor loss causes psychic sensitivity to drop. Aiming delay will also increase for constructs, as their weakend connection to the network will make their actions sluggish.

- Added Valkyrie halberd, valkyrie knights (and sometimes warriors) will spawn with this weapon.

- Slight weapon balancing

- Improved Graphics for several bullets
- Improved Graphics for several items

Update: 7 Oct, 2017 @ 9:52pm

V2.1 Psionic Additions

-Many thanks to ChJess who implemented a psionic field system! :)

-Added Psionic Scanner to help you find psionic fields, when it is powered you can select it to show the fields.

-Prism raid appearance frequency lowered from 125 to 80
-Prism raid point cost increased from 33 to 40
-All other construct raid point costs increased by 10 (Raid points are spent by the AI to "purchase" units to use in a raid, higher costs means less you will see less units in a raid)

-Shard weapons nerfed, slower rate of fire, damage tweaks
-Both psionic rifles slightly slower rate of fire
-Crafted psionic rifle has new art
-Renamed Psionic sniper -> Psionic lancer

-Added craftable Psionic Crystal Light Lancer, a psionic scout rifle for taking down mid/long range targets

-Colossus reworked, new graphics, uses Guardian bodytype now

-Crystal synthesizer replaced with synthesizer basins, it now "grows" like a crop.

-Psionic Power Generation is now based on the psionic field strength, when the building is selected for construction, the fields are visible. White zones are the highest concentration.
-Recipies have been tweaked for the power generators
-Ancient ruins have strong psionic fields

-Added <DeepCommonality> to crystal resource

-Research that requires a crystalloid, now informs you in the research tooltip.

-All pawns in this mod now have their meat set to human. While nothing butchers into meat, this means you won't get traders or drop pods full of unobtainable meats from prisms and others.

-All Crystalloid Races have their psychic sensitivity set to 1
-Psionic class determines increases to psychic sensitivity, starting at +25% with Emergent, and increasing by 25% each class. (This also means if you remove the node, their sensitivity is the same as a human)
-Psionic fields gives buffs to people inside them, only pawns with psychic sensitivity above 100% will get any affect, the greater the sensitivity, the better the buff.

-New backstories, esp for childhood.

Update: 13 Jul, 2017 @ 10:38am

[Auto-generated text]: Update on 7/13/2017 1:36:04 PM.

-Fixed interaction with psionic forge

Update: 10 Jul, 2017 @ 5:47pm

[Auto-generated text]: Initial upload.

Changelog:
V2 Overhaul

-Crystalloids now appear with more headshapes (oops)
-Crystalloids now have head tatoos of various designs
-Crystalloids have a smaller chance of appearing in your colony, down from 15% to 5%
-Updated Crystalloid Guardian art
-Updated Amplifier Crystal art, thanks to Sera!

-Added Psionic Forge, work table for psionic materials.

-Added Refined Crystal, mid-late game resource improves on basic crystal with better stats and added bonuses for weapons and workbenches. Forge it at electric smithy or research improved refining to refine it at the psionic forge for half the work cost.

-Added Psionic Crystal Rifle, craftable psionic rifle, slightly weaker than the psionic rifles the Collective uses in raids.
-Shard Pistol, Shard Rifle, and Shard Scatterer are now craftable, recipes at the Psionic Forge. (Note that selling prices have changed due to this and they should be smeltable)

-Added Psionic Generator, generator that produces a low amount of electricity at a steady rate (Currently 625)
-Added Psionic Reciever, larger version of the psionic generator, same size as the Geothermal Generator. (Currently 2700)

-Added 2 kinds of Crystal flooring; Crystal Tiles, which are somewhat beautiful and sort of cheap, and Smooth Crystal Floor which is beautiful, expensive, and laborious.

-Added Prism turret, non mobile construct prism that fires nearby enemies. Less total damage than an improvised turret, but can ignore certain types of armor with its burn damage.

-Amplifier Crystal recipe changed, requires refined crystal now. Recipe taken off of smelter and moved to psionic forge.
-Construct hub recipe changed, no longer requires plasteel, replaced with refined crystal.
-Crystal synthesizer is now slightly cheaper, and no longer requires plasteel, meant to be accessible for earlier game.

-Research tab for Crystalloid added
-Refactored research requirements and times.

-Crystal Resource overall weakend, weaker stats, less beauty, less hp on items. Flavor text updated.
-Crystal resource now can be found in mining, as crystal ore

-Weapon stats tweaked, shard weapons fire a little faster and are worse at range
-Weapon flavor texts updated

-Removed Amplifier weapons
-Removed Stasis beds and accessories