RimWorld

RimWorld

Crystalloid
Showing 1-10 of 20 entries
< 1  2 >
Update: Jun 23, 2023 @ 9:25am

[Auto-generated text]: Update on 6/23/2023 12:24:52 PM.

V 2.5

- Added support for [NL] Facial Animation (and by extension, the VTE retexture)

- Added the option for Crystalloid produciton buildings to be rotated, there aren't new graphics, but it looks okay enough

- Crystalloid Jumpsuit now covers legs

- Bloodfeeders cannot feed on Crystalloids/Valkyries anymore

- Race restrictions for certain genes as a whole, as well as prohibiting some full xenotypes.

- New weapon: Psibeam caster (Requires Biotech)
- Designated anti-armor/mechanoid laser support weapon, it doesn't deal high damage on its own but it "burns" away armor (Incremental debuff on ANY hit, reduces armor values, especially for heat) and deals high damage to structures. Reduces mechanoid armor to greatly support psicharge weaponry land damaging hits (As well as other damage sources, to a lesser degree)

- Typos, and some rephrasing

Update: Apr 29, 2023 @ 5:53pm

[Auto-generated text]: Update on 4/29/2023 8:53:13 PM.

Update: Apr 28, 2023 @ 6:23pm

[Auto-generated text]: Update on 4/28/2023 9:23:39 PM.


V 2.4

- Support for 1.4, feature frozen for 1.3 (many of the updates listed here are compatible back to 1.3, and it should work just fine)

- Big Lore, many updated descriptions to reflect current Crystalloid lore changes

- New UI elements

- New research projects added and refactored some old ones

- Art overhaul:
- Every weapon sprite has been redone and modernized to a new standard of quality and consistency of style.
- Some new pawn graphics:
- Prism and Guardian


Balance:

- Weapons have recieved stat changes, the cycle of balancing never ends

- Increased average point cost of most Crystalloid units, meaning less should spawn overall in raids (Hopefully fixing most egregious balancing issue)
- Constructs now have much higher costs as well, to compensate how absolute tanky they are


Buildings:

- Reconfiguration Chamber -> Crysteel Refinery
- Replacement building that now refines crystal into crysteel automatically over time, if fueled with crystal and power.
- Crafting bills for crysteel removed


Items:

- Anima cultivators now require a Ekrian Shard instead of 2 components to craft.

- With new research, you can craft Ekrian shards at the fabrication bench.

- Renamed Ekrian Crystal -> Ekrian Monolith

- Anima Prisms now produce 20 crystal every 2 days, and create it passively without harvest now.

- Reduced damage multiplier ratios for Crysteel, blunt damage lower slightly and sharpness brought down to just below plasteel.


Biotech:

- Support for Biotech features: Children, some genes, etc. (Full support for all genes is an ongoing task)

- Gene restriction for gaunt head, hair, skin, and body shape genes. This requires extra art I dont have yet or doesnt fit lore.

- Added Attunement Gene, giving pawns the attunement trait (Increased Psychic Sensitivity and Allows Crystal Meditation type)

- NOT IMPLEMENTED: Added Biolithic Xenotype, All Crystalloids will have this as their "baseline". Humans can inherit this
- Biolithic has genes for:
- Crystalloid Crystalline hair, colored both purple and blue
- Thin and Average body shapes
- Attunement Gene


Other Mods:

- Features with Vanilla Psycasts Expanded
- 2 Psycaster Paths added, Crystalline and Ekrispath. Each with their own psycasts!
- Crystalline path focused on manipulating ethereal crystalline matter
- Ekrispath focused on powerful late-game reality bending abilities, requiring immense dedication and skill


ISSUES:

- Crystalloids and Valkyries created in scenarios outside of "Disconnected" will not have the Biolithic Xenotype. This is because of the way Rimworld handles Xenotypes at the embark screen



UPCOMING:

- Art for storytellers are done, planning two. Currently stumped on making them unique and interesting compared to normal STs.

- Making Biotech adjustments to make it feel more seamless compared to its current state

Update: Jul 29, 2021 @ 8:41am

[Auto-generated text]: Update on 7/29/2021 11:41:21 AM.

Potential fix for stuttering

Update: Jul 28, 2021 @ 7:08am

[Auto-generated text]: Update on 7/28/2021 10:08:46 AM.

Another small fix for the farm animals wandering in event, and to add the slave tab to Crystalloids / Valkyries.

Update: Jul 27, 2021 @ 11:17am

[Auto-generated text]: Update on 7/27/2021 2:17:49 PM.

Hotfix to fix code for the prism/guardian hives, they threw errors and wandered aimlessly before and now *should* be working as intended. Also fixed the Collective not appearing on the faction select screen.

Update: Jul 23, 2021 @ 3:46pm

[Auto-generated text]: Update on 7/23/2021 6:46:22 PM.

Crystalloid V 2.2 for version 1.3

Changes:

Important:

- Crystalloid now supports playing without DLC, there are now checks in place to disable content that would cause an error if you are playing without any DLC.
- Crystalloid Androids utilize the same checks and are part of the main mod now.


Power Generation:
Psionic generators used to be more efficient than the psionic recievers, the only advantage of building the reciever was using less resources. Now generators produce less power while recievers output much much more. With recipe tweaks as well, overall balancing has been brought closer to vanilla.

- Psionic generators produce 325 power passively, and up to 650 if exposed to a high intensity field.
- Psionic recievers produce 3500 power passively, and up to 7000 if exposed to a high intensity field.

- 9 generators occupying the same high intensity space as a reciver will produce 5850 power, compared to the 7000 of the reciever.

- Psionic generators now cost: 100 steel, 20 crysteel, and 3 components
- Psionic recievers now cost: 340 steel, 120 crysteel, and 2 advanced components


Annihilation Staff balancing:
The Annihilation staff was far too potent when used enmasse in very late game runs, these changes are focused on reducing their frequency of use and damage, which is particularly reduced to buildings.

- Archons can now spawn with snipers instead of staves (This is to reduce the number of annihilation staves being used in raids).

- Annihilation Staves
- Reduced range to 25 (from 30).
- Reduced base damage to 20 (from 23).
- Reduced base armor penetration to 15% (from 25%)
- Damage reduction to buildings changed to 50% (from 95%).

Misc:

- Many changes under the hood for 1.3 compatibility.
- Psionic field are now named Psychic fields, and consciousness bonuses from having a sensitive pawn within one are lower.
- Crystalloid hearts have their defName changed from "CrystalHeart" to "CrystalloidHeart" for mod compatibility purposes.
- Psychic field scanners no longer explode when destroyed.



Update: Oct 11, 2020 @ 12:01pm

[Auto-generated text]: Update on 10/11/2020 3:01:10 PM.

Crystalloid V2.1.1

Small patch for:

- Further reduced the average age of Collective pawns, only really high positions should be in the several hundreds.

- Patch for Androids to prevent Crystalloids and Valkyries from being printable.... There is an addon for these mods to allow to creation of a special Crystalloid Android

Update: Sep 28, 2020 @ 9:26am

[Auto-generated text]: Update on 9/28/2020 12:26:32 PM.


Crystalloid V 2.1.1

Changes:

- Added files had on backup for Version 1.1 support

- Reduced frequency of archon pawns from spawning, especially too early in the game
- Created new raid styles for the collective, raids with either just humanlikes or just constructs

Weapon changes:
- Reduced the Annihilation Staff range from 34 to 30
- Reduced the diameter of each explosion from the Annihilation staff

Known Issues:

- Psishield users have annoying side tip.
- Sometimes a single time error is thrown the first time a friendly construct is made from a construct hub and you select it.
- Title related thoughts for Crystalloid Collective throw an error when hovered over.

Update: Sep 26, 2020 @ 2:16pm

[Auto-generated text]: Update on 9/26/2020 5:16:33 PM.

Crystalloid V 2.1

Changes:

- Psionic System has now been phased out in favor of the Psylink system
- Please note that Psylink Neruoformers do not work on Crystalloids, they have to use Psylink Neuromutare (info below) or other means to gain psylink levels.

- Not all Crystalloids have psylink on generation, but they are more capable with it than other races.
- All Crystalloids spawn with a new trait called "Attunement", it increases psychic sensitivity and allows them to use the "Crystal" meditation. Non-Crystalloids have ~10% chance to have this trait as well.
- Crystalloids no longer have psionic nodes attached to their brains.
- Added 4 more hair colors to Crystalloids that have a lower chance to appear than the original ones

- Faction and Lore changes:
- Massive amounts of lore changes. This is evident within item descriptions and backstories.
- Average Crystalloid age is now lower, especially for those that start in your colony. Spawned non-Collective Crystalloids are similar in generation age to Humans.
- New special backstories for Crystalloids who directly escaped the Collective, these will spawn on Colonists and space refugees, and sometimes on Crystalloids who live already on the Rimworld.
- Added more names and last names for Crystalloids.
- The Collective faction now has titles, these titles spawn on all Crystalloids who are currently in the Collective.
- The Collective faction now raids less often late game, it used to be on par with mechanoids.
- The Collective faction now flees losing battles.
- The Collective faction now has a loot table, they drop Uranium, Crysteel, and Ekrian Shards.
- The Collective faction is no longer a hidden faction, they have settlements, a leader, and a faction icon now.
- Collective Settlement generation is set to half what Vanilla factions are (They will have half as many settlements as other factions on the world).

- The Disconnected Scenario has been changed. 4 escaped Crystalloids will crashland on the Rimworld carrying only a few supplies.

- Tweaked the psycasts the mod adds, in line with Vanilla power. Powerful abilities like regeneration use psyfocus primarily now.

- Added Ekrian Crystal Artifact, they are a psycast focus object for the "Crystal" type. If a pawn has the meditation type, it is a superior method than the others.
- Chime Crystals are now called Anima Crystals, and they are now a psycast focus object. They are weaker than the Ekrian Crystal, but they can be crafted. Having Anima Crystals around the Ekrian Crystal can boost its power slightly.

- Replaced unused Amplifier Crystals with Ekrian Shards, used for late game crafting.
- Ekrian Shards fall off the Ekrian Crystal Artifact, when given power and time. They are also a loot table reward.

- Reconfiguration Chamber has a new recipe, no longer requires Crysteel to prevent roadblocking too early in the game.

- Psimutare has been reworked into an item called a Psylink Neuromutare. It is a device that can be crafted with Ekrian Shards. It is functionally the equivalent to Psylink Neuroformers, but only functions on Crystalloids.

- High tier Crystalloid weapons require Ekrian Shards to craft now.
- New graphics for Shard weapons.
- New Shard weapon: Shard Caster. A heavy weapon that fires a massive shard. Very high damage is offset by subpar range, accuracy, and velocity.
- Reduced the damage from each explosion of the Annihilation Staff by 12, and it deals reduced damage to buildings. However, increased its armor penetration by 10%.

- Constructs have been heavily rebalanced:
- Ichor loss for constructs reworked, changed loss of consciousness to loss of manipulation.
- Constructs no longer regenerate, this counts for colony created ones. Euthanize incapicitated constructs to respawn new ones.
- Constructs no longer feel pain, (this is both a buff and to prevent incapicitated constructs from piling up).
- Constructs fire any external ranged weapon they use slower than other pawns. They will spend 15% more time between shots compared to others using the same exact weapon. Constructs with built in weapons are not affected.
- All Constructs have light blunt armor now, and have slightly tweaked sharp armor. Volatile Guardians have less armor than before.
- Non-prism constructs have a flat 15% reduction to incoming damage. Preservers have an increased 25% reduction. Volatile Guardians do not get this benefit.
- Removed ranged verb code, pawns with "innate" ranged attacks have dummy weapons now. This was done to reduce the amount of unnecessary code. Implementation of dummy weapons are different from their old attacks. More consistent targeting and number changes.

Known Issues:

- Psishield users have annoying side tip.
- Sometimes a single time error is thrown the first time a friendly construct is made from a construct hub and you select it.
- Title related thoughts for Crystalloid Collective throw an error when hovered over.