RimWorld

RimWorld

Terrasecurity SE (OBSELETE: SEE DECRIPTION)
SepphorisVT  [developer] 11 Oct, 2024 @ 7:13am
1.2.4: The Terralab Update
Notice: this the last large update for 1.4, and future features will only be for 1.5. However, 1.4 will receive fixes, polishing, and possible new weapons and systems should they be easy enough to implement.

Some oversights may exist; if any are come across, please post them and I will fix them ASAP.

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NEW SCENARIO
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-Added scenario: Sentries of the Terratech
-Designed as a scenario to get you straight into the mod, with advantages on playing around it.
-Start with several terratech items. You will have multiple terraweapons, a large sum of Elderwood, and three turret seeds.
-You will have one vial of each refined Terrasap (seen below).
-Start with the research to immediately start producing more Terratech, alongside a read-to-plant Terraforge seed.
-Your entire colony will have 200% harvest and sow speed.
-Your colony will be forbidden from constructing Hi-Tech research benches and Multi-Analyzers. This means accessing and researching techs/structures/etc. that require either of these will be very, very difficult.

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-USAGE/EXPIRY OVERHAUL
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-Weapons no longer decay health as they are used. Instead, they now have a limited lifespan from the moment they are harvested, but will have unlimited ammo until then.
-This lifespan will appear in the UI while a pawn holds it, and when one on the ground is selected.
-This will also eventually remove plant weapons that are not used.
-Their health will be reduced as a result to match up better with the nature of being a plant, and with vanilla health values.
-A specific future weapon type might use the health system as it's own unique mechanic, but it will be much more applicable and appopriate for balance.

Various Prima weapons can drop seeds that are used to create a microturret.
-Immature weapons can be operated on to produce a restricted seed.
-Mature weapons can have their seed extracted mush more easily.
-Mature weapons that expire normally will drop an Apex seed, which can plant any microturret.

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WEAPONS OVERHAUL:
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All weapons now follow three base forms:
-DORMANT/IMMATURE, which is when the weapon is able to be harvested. These weapons can be further grown into the next stage:
-MATURED, which is when the weapon is at it's peak form. This stage is when they are strong enough to be infused:
-INFUSED, which are matured weapons that have been infused with a powerful sap.


While matured weapons can be infused with a terrasap, they also will have an innate ability unique to their natural state. Infusing them will cause them to lose this ability.


Certain weapons will have progressive or special attention/applications. These weapons are intended to be given their own identity over time. Lore-wise, they would be the weapons that were most relied on.
-The first weapon this will be applied to is the Prima Stakecaster, which is the first generation Stakecaster. Every future generation will have a direct improvement to this weapon.

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NEW WEAPONS:
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-PRIMA HAILCANNON:
-A unique heavy Prima weapon intended as a siege or raiding weapon. The high-velocity stakes it projects are designed to penetrate directly through anything, allowing it to easily destabilize and destroy walls and machinery; however, it's high inaccuracy and slow speed make it very unreliable for combat.
-Like the acid launcher, this weapon was intended as a tool to help attack or defend against higher-tech opponents. The Hailcannon allows colonists to quickly destroy batteries or power sources that can be enabling electrical defenses, or breaking through walls in order to bypass defenses that would certainly mean injury or death.
-The Hailcannon's design can also help in more general applications, such as breaking down large amounts of stone, or quickly tearing down ruins on a map.

-BRIAR GRENADES:
-Grown grenades that explode upon impact, shedding anything in the immediate area.
-Very similar to frag grenades, with lower damage in exchange for being infinitely renewable.
-Wraps nearby targets in briar vines, lowering their movement, manipulation, and causing quite a bit of long-term pain.

-ROYAL HYPERBLADE:
-A regal weapon, shaped from Anima roots and posessing a razor-sharp blade made of Terraquartz.
-Counterpart to the Royal Hyperstem, for those that prefer melee.
-EXTREMELY rare gift from the Sentinel Tree. The chance of getting this (or the Hyperstem) from the Sentinel Tree is ~2600:1.
-Cannot be crafted or attained otherwise, but can be selected as an Ideology artifact!

-WILD WEAPONS:
-Wild weapons only come from the Sentinel Tree. They cannot be modified or grown by the player, but instead can be gifted to the player, and have some sort of unique, innate feature.
-NIGHTSHADE RIFLE: A weapon that builds up nightshade poisoning in the target.
-PERRENIAL NEEDLER: A weak, but fast-firing, weapon that can be replanted to regrow itself, and posesses a long lifespan.
-GAUBORN SHREDDER: A shotgun that fires two quick bursts in a close area. Has a longer lifespan than most other terraweapons.

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NEW MECHANIC: GROWING STRUCTURES
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-Structures are now growable, just like weapons. The way these are grown can vary greatly, but generally are grown via seeds.
-Structures follow the rules of most other plants. Their growth time, health, and requirements vary depending on what you are growing. Additionally, some structures may require multiple tiles to grow in.


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-PRIMA DEFENSES:
===============

-Prima Weapons have a unique feature that won't be found in any other Terraweapon family: they are able to be used even beyond death via PRIMA TURRETS and PRIMA TRAPS. These can be utilized after, or during, a Prima weapon's lifetime.

-PRIMA TURRETS:
-Unmodified, matured Prima weapons will produce microturrets. These are the Apex forms of Prima weapons.
-Microturrets are forcibly extracted from mature or immature weapons. These turrets are smaller, weaker, and have shorter lifespans than their Apex counterparts.
-Seeds can be forcibly extracted at a Terravat. This destroys the weapon, is a lengthy process, and requires a skill of 8. Doing this on immature weapons requires a skill of 12, and has a chance to fail.
-Apex turrets are acquired after a fully matured weapon has expired. These turrets are fully grown and quite powerful, able to compete with the power of industrial miniturrets.
-An Apex seed will drop when a fully matured weapon has reached the end of it's lifetime. Be sure to pick it up!
-While you generally have to wait for an Apex seed, Chronosap can be used to speed up the aging of a weapon by 75%. By proxy, this will produce the Apex seed faster.
-Prima Turrets are grown organically, similar to a Gau tree. The user selects their appropriate seed, and designates a spot for them to be planted.
-Prima Turrets take about a day's worth of sunlight to grow to a living state. Before this, they function just like a normal plant.
-New Turret: Prima Thistle Microturret
-New Turret: Prima Burst Microturret
-Previous Prima Turret has been renamed to the Prima Spear Turret.
-Turrets can be planted after researching the Prima Turrets technology.
-Matured Turrets can be planted after researching "Advanced Terraseed Techniques"



The extracted seed from a weapon is as follows:
Spear Turret: Twincaster
Quill Turret: Pineshredder
Burst Turret: Pineburster


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NEW ITEMS:
===============

-Added Elderwood Plating, a new material you acquire from the Custodian Tree. This material has a durability between wood and steel, organic, and is much less flammable than normal wood.

-Added Glowsap, a Terrasap meant for Terraseed growth and progression support, instead of infusion. Glowsap will be your best friend, and #1 sap
-Harvested from Glowsap Blooms or Glowsap Trees.
-Glowsap Trees are grown from a seed shaped at a Terraforge. Long growth time, high space requirement, very high yields throughout the year.

-Glowsap plants will not die off, but are EXTREMELY flammable
-Glowsap can provide nutrients to any family of Terraplants, allowing them to instantly evolve weapons in Terravats.

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-Added other potent Terrasaps, items for a mechanic meant to truly make Terraweapons stand out, and be a viable archetype.
Terrasaps are new and powerful resources that are used to alter your Terraweapons. These alterations provide stat boosts to whatever weapon they are injected into.
Currently, two injectable saps exist (more are planned for 1.5):
-Sap of Permanence: Increases a weapon's health pool and lifespan, and decreases flammability.
-Sap of Vivication: Revitalizes a weapon, restoring it's lifespan.
-Sap of Disorder: Increases a weapon's range, fire rate, and projectile count if applicable.
-Archsap: Entirely removes the health expiry on weapons.

Terrasaps modify the fluid color of the weapon.
Only matured weapons, and specific dormant weapons, can have their saps changed. Choose carefully!
Most of these saps are rare, and cannot be acquired easily and/or quickly (see below).

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For players that would like their terraweapons to be more durable, there are a few saps that can help you:
-Endosap will increase total hitpoints by 50%, lifespan by 50%, and reduce flammability.
-Sunsap will revitialize weapons, restoring their lifespan.
-Archsap will remove the expiry feature entirely.

Note that terrasaps are rare, and only have a couple method of being attained:
-You can refine glowsap into other terrasaps at a sap transposer. This takes a lot of glowsap, and only produces a single refined terrasap.
-Tidetrees will produce a refined terrasap roughly three times a year. The amount and type they produce is random.
-Other saps can only be aquired by finding or buying them, and can be quite expensive!
-Each Dormant Terraweapon can only be modified once, so select carefully!

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NEW PLANTS:
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-Added Conduit Trees, which consist of multiple trees that will assist Terratech tribes.
-The seeds for these trees are shaped at a Terraforge.
-Each tree produces their items roughly 3-4 times a year.
-Sentinel Trees will produce unique weapons for the player. These weapons are generally experimental weapons, often for genomes that couldn't easily be expanded. But if a working weapon was made, why have it go to waste?
-Tidetrees will produce refined Terrasaps for the player.
-Custodian Trees produce building materials for the player, and will have a more primary use later.

-Added Sap Blooms, which produce glowsap very slowly, but are fast to grow and can be planted in pots. They provide light around them when planted, and can be modified to produce Terrasaps.
-Two basic Sap Blooms exist: the Glowsap Bloom, and the Darksap Bloom. Both produce Glowsap, but the Darksap variant will contribute to a darksap environment and color.
-Ideology is required for the Darksap Bloom.
-Sap Blooms are very, very flammable. Their flexibly and flimsy design also makes them quite fragile.


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NEW STRUCTURES:
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-Added Terraseed Research Bench, a bench that is used to research all terraseed technology.
-Requires Tree Sowing
-Colonies Industrial+ will not have access to this.
-Low research speed, but this call be vastly improved by nearby structures
-Research speed is slow, but can be sped up with a nearby Terravat, Terraforge, and Glowsap Basin (see below).
-This bench can also research normal projects.

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-Added the Terraforge, which is used to shape the seeds of larger or more advanced plants.
-Terraforge recipes require no ingredients; rather, shaping a seed only requires time, and sap present in the Terraforge.
-Seeds must be shaped in a single attempt: stepping away while in the middle of shaping will result in a failure!
-Terraforge recipes require the Plants skill, rather than Crafting or Construction.
-The Terraforge itself also requires a seed to grow. The custom scenario starts you off with a Terraforge seed, but one can also be shaped at the cost-free channeling spot.

The Terraseed Research Bench requires the following when researching:
-Sap Basins: used to learn about smaller plants, specific saps, or anything that utilizes sap.
-Terravats: used to study weapons, defenses, or anything that can be modified.
-Teraforge: used to study larger plants, or anything that requires specific seeds.

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-Added Glowsap Bays:
-These are hydroponic-like bays that use (and are refilled by) glowsap. These bays have high fertility and do not require power, but can only support Terrapods. These bays are intended for an answer to maps with low fertility, or to enable farms that are can be more easily secured.

-Added Small Terravat:
-All vats initially utilize glowsap, and provide a constant warm glow. This gives a source of light, and slight beauty.
-Vats double as a structure that enables tech research. Only one vat is needed, but multiple vats can be used to help research. Examples includes explosive weapons and turrets, but do not include shotguns, SMGs, and standard rifles.
-Vats are used to infused saps into other items. This is the only way to get weapons with other saps. The current 1x1 vat can infuse only one item at a time; future larger vats can support more.
-Vats are not maually activated; rather, they infuse contained items once every quadrum.
-Vats will also support armor when possible.

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WEAPON BALANCING
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-Prima balacing methods have been refined:
-Scaling will be based on the weapon family. This is due to the <Redacted> family being developed ("family" is designated by the the prefix; i.e. "Prima" is the first line of weapons).
-Prima armor penetration removed, except on certain weapons, and is capped at 8%
-Overall skill requirements for sowing pods has been slightly lowered
-Researches cost slightly more
-Soil fertility sensitivity is now at 0.5. It will grow slower on any soil that's below 100% fertility.
-This simply affects the efficiency of using stony soil or fungal gravel.
-This does not affect Sap plants or turrets.
-If your map does not have enough (or any) 70%+ fertile soil (i.e. impassible or ice sheets), Glowsap Bays should be researched ASAP.
-Pod growth times lowered by about half, since growth was way too long considering they stop growing at nighttime. Now they should grow as fast as they were initially wanted.
-Some damage types changed: fast-firing weapons do cut damage, while slower, precise weapons do piercing damage.

-As mentioned, health will be reduced since higher amounts aren't needed for total shots.
-Health pools across most weapons reduced by 60-70%
-Base flammability for dormant weapons increased from 2 to 3
-Upgraded weapons have 2 flammability, or 1 is upgraded + infused.

-Dormant prima weapons that have projectile bursts now fire a random range of projectiles. For example, the SMG variant was intended to fire a constant five. Now it may fire as few as two shots, or as many as six.
-Matured burst weapons will be more consistent.


-Base Terraweapons have very low value, due to having limited lifespans, and due to industrial weapons simply being more prominent on the planet.
-However, custom tailored Terraweapons are often seen as a novelty.
-Potential weapon value comes from two main factors: their maximum lifespan, and the presence of a sap. Adding a sap can triple, or even quadruple, a Terraweapon's value. The rarer the used sap, the higher the value.

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MISC
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-Re-organized research menu flow to better fit in with vanilla.

-Fixed melee rotation
Last edited by SepphorisVT; 11 Oct, 2024 @ 7:39am
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SepphorisVT  [developer] 11 Oct, 2024 @ 11:55pm 
===============
UPCOMING CHANGES
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-Add a plant that produces a random Prima weapon once fully grown. Growing specific weapons can be researched afterwards, if the player desires. This will be done to make growing zones a bit more manageable.

-Implement Briar Grenades plant, and add it to the "Heavy Patterns" research.

-Remove growable buildings from "Terratech" architect menu (as this instead makes them constructable).

-Adjust Endosap to be more useful.

-Add Terravat art and XML that'll allow it to be properly grown.

-Replace Terravat "no sap" placeholder image.

-Rename Tidetree.

-Create Custodian Tree art.

-Remake Glowsap Tree art.

-Make Glowsap Bay and Glowsap Basin stuffable.

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KNOWN ISSUES
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-Fully grown turrets don't assign themselves to the player faction. This results in them not attacking anything. Until this issue can be resolved, you will need to use the "Terratech" menu to "build" them from their respective seed.
Last edited by SepphorisVT; 13 Oct, 2024 @ 12:02am
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