RimWorld

RimWorld

Syndicate Classic
 This topic has been pinned, so it's probably important
Stealthkibbler  [developer] 13 Aug, 2016 @ 8:44pm
Changelog
where the changes go
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Showing 1-15 of 19 comments
Stealthkibbler  [developer] 13 Aug, 2016 @ 9:02pm 
Syndicate Strike Leaders now have a chance of spawning with secret documents which are worth a fortune to tradeships and caravans. Documents also have a chance of spawning inside ancient ruins giving more incentive for the player to open one up. Documents have a base value of 35000 however traders will only buy at around half the base value so realistically its around 18000 (This can differ depending on mod clothing that affects trade prices and the social skill), keep in mind that having a document skyrockets your colonies wealth making factions send stronger raids to attack you.
Stealthkibbler  [developer] 14 Aug, 2016 @ 11:10pm 
Your Colonists can now make delicious Donk Pockets, they have the same nutrition as most other meals but can only be made from meat, meaning you can use vegetables to make simple meals and meat to make Donk pockets, they also give a mood boost similar to that of fine meals however Lavish meals are still the best for mood boost. Donk pockets also have a decent market value, based at 40s per donk pocket meaning you can make a lucrative business off of Donk Pockets.
Stealthkibbler  [developer] 15 Aug, 2016 @ 7:23am 
Weapons have had some changes, Energy sword damage lowered significantly so they no longer instantly kill armored targets. LMG burst amount lowered and it fires slower, it can only now be found on Strike Leaders and has had a value increase, M90gl has had an accuracy increase, damage reduction and fires less shots, Prototype Saber now fires less shots and has had a value decrease but it is still the most deadly weapon out of them all.

If your energy swords are showing up made out of modded materials such as titanium from glittertech or vancidium from EPOE there's not much I can do about that, the solution would be to define for it to exclude those materials but this means players would need all the mods with the defined materials otherwise it will throw errors and could crash the game.
Last edited by Stealthkibbler; 15 Aug, 2016 @ 7:25am
Stealthkibbler  [developer] 16 Aug, 2016 @ 3:41pm 
Greytide StationWide Update

The Greytide Faction will now generate, you must make a new save to do this, they will have a very random relation with other factions and the colony, meaning they can start off allied, neutral or enemies with any faction. They Are appreciative and therefore they will react positively to released prisoners. The Greytide is focused on attacking with massive numbers using a variety of tools/weapons at their disposal. They Cannot siege and therefore will charge to their death however they can flee.


New Weapons/tools and apparel

There is 9 new weapons/tools and 5 new apparel.
Improvised Spear, Welder, Screwdriver, Pickaxe, Toolbox, Wrench, Chainsaw, Crowbar, Medkit.
Cake Hat, Insulated Gloves, Gas Mask, Welding Helmet, Grey Jumpsuit.


-The Medkit can be made at Smithies using metal and 2 medkits, it increases healing effectiveness and lowers the chance for someone to fail at doing surgery.
-All other weapons and apparel must be bought or looted off traders/caravans or Greytiders
-Items such as the Toolbox and CakeHat have significant stat increases, such as Global Workspeed for the toolbox and social skills for the CakeHat.
-The Grey jumpsuit covers both the torso and legs, meaning it acts as a conjoined pants and t-shirt.

Syndicate Raid Commonality has been halved, it use to be 100 which was the same as normal raiders, it is now 50, Greytide Raid Commonality is around 70.



That Thing That Stealth Told Me to Code

- Added explosive implants
- Syndicates now spawn with explosive implants inside
- Syndy's will activate implants when their health gets low.
- Maxiemo successfully enslaved
Last edited by Uncomfortably Numb; 16 Aug, 2016 @ 7:09pm
Uncomfortably Numb 17 Aug, 2016 @ 11:52am 
The Update That Cleans Up Stealth's Mess

Rebalancing:
- Eswords and greytide gear no longer have materials, and are therefore no longer craftable
- Assistants battle worth doubled, making their raids half the size.
- Explosive implant detonation size reduced, because Keek is a wuss

Bugfixes:
- Bug with Donk Pocket sound fixed
Last edited by Uncomfortably Numb; 17 Aug, 2016 @ 4:54pm
Stealthkibbler  [developer] 17 Aug, 2016 @ 4:15pm 
Maxies changes merged along with that I've made it so the Greytide wont war with you until provoked because people somehow have been getting their colony wiped by screwdrivers and crowbars (I dont know how you guys managed to accomplish that when those weapons are literally the weakest in the game next to steel shivs.)

Maxie also fixed the problem with smithable items, all the items can no longer be smithed and will not show up on the crafting tables. These changes are immediately in effect for the mod.
Last edited by Stealthkibbler; 17 Aug, 2016 @ 4:17pm
Stealthkibbler  [developer] 17 Aug, 2016 @ 10:14pm 
Medkits can now be smithed again, an oversight which is now fixed.
Stealthkibbler  [developer] 18 Aug, 2016 @ 7:03am 
sprites have had some tweaking, namely weapon sprites and the stetchkin pistol is now actually a stetchkin and not a security pistol.
Stealthkibbler  [developer] 18 Aug, 2016 @ 7:15am 
Greytider raid numbers have been lowered and the chainsaw has a new description now.

Along with this the Greytide faction can now start hostile with you, also fixed them being allied/neutral with everyone else.
Last edited by Stealthkibbler; 18 Aug, 2016 @ 7:19am
Stealthkibbler  [developer] 23 Aug, 2016 @ 7:11pm 
LMG has had a range nerf
Stealthkibbler  [developer] 9 Sep, 2016 @ 6:25pm 
updated to 0.15
Imperator 13 Sep, 2016 @ 8:31pm 
I'm getting a whole lot of errors when I load this mod up. I'll post the log in a sec if I can't find a fix.
Imperator 13 Sep, 2016 @ 8:38pm 
I unloaded all other mods and tried to get this one working, here's what happened. Let me know if I can be of any more help-- I really like your mod and I've been anticipating loading it into A15!

http://imgur.com/a/wZEi6
Stealthkibbler  [developer] 16 Sep, 2016 @ 12:53am 
errors should be fixed thanks to Maxie.
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