RimWorld

RimWorld

Pawnmorpher
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Update: Mar 13, 2020 @ 9:08pm

1.8.0 // The Colonist Update

This update is an expansion on the previous sapient animals update, allowing them to do even more now.

New Features:

+ Former human animals:
+ Appear under the work tab and can be assigned to do jobs. Some jobs depend on the animal.
+ Sapient and Mostly Sapient now appear at the top colonist bar (once they drop to Conflicted, they won't appear).
+ With a direct relationship to colonists now join automatically.
+ Conflicted and above will do work automatically.
+ Now have table manners and will join in parties and speeches.
+ Can have food restrictions.
+ Made decorative mutagenic plants plottable with research.

Tweaks:

* Changed the herbivorous morphs food-finding algorithm so they won't scan the entire map for grass and lag the game anymore.
* Changed the rate of mutagenic buildup from ships, it's stronger the closer you get.
* Former humans at lower sapience levels may randomly choose to eat things outside of their food restriction out of curiosity.

Bug fixes:

* Wild humans getting duped on feral
* Hunted down null reference errors
* FH's that try to bring food to others spawn errors
* Changed colonists get the 'colonist transformed' thought about themselves

Known issues:
- Hediff Descriptions do not currently work as we would like due to the 1.1 rework. We will endeavour to fix this but our suggestions have been flagged directly to Tynan.
- Grass and shrubs can sometimes be left behind after an animal eats at a table.
- Sapient animals count towards 'need colonist beds'

Update: Mar 1, 2020 @ 8:10pm

What is it... 1.7.3e? Eww.

Alright, I've had tester confirmation that these issues are fixed FOR SURE.

Can we start adding new features now, please? PLEASE?

Update: Feb 29, 2020 @ 2:45pm

1.7.3d version fixes these issues for SURE:
- Anti-influence (overflow error)
- Backstories give mutations correctly
- Some harmony issues resolved

Update: Feb 28, 2020 @ 11:00pm

1.7.3c version to fix morph generation being broken

Update: Feb 28, 2020 @ 2:51pm

1.7.3b quick fix to fix HugsLib/Harmony issues we were having.

Update: Feb 27, 2020 @ 11:06pm

1.7.3 // Adds 1.1 support. Yay!

Update: Feb 23, 2020 @ 5:19pm

[Auto-generated text]: Update on 2/24/2020 2:19:04 PM.

Update: Feb 23, 2020 @ 5:10pm

1.7.2 Fixed multiple issues people were having with mutations and reversion

Update: Feb 23, 2020 @ 12:15pm

1.7.0a Hotfix for null reference exceptions

Update: Feb 23, 2020 @ 1:53am

1.7.0 // POLYMORPH UPDATE

Changes:
* MAJOR: Mutations spread over the body from a point.
* Mutanite can now be found in the long range scanner.
* Relationship former humans will auto-join the colony.
* Horsemorphs available for VAE - Livestock users.
* Many flavour text updates
* Snakemorph is now Cobramorph and had a graphics rework.
* Many mutation graphics reworks and fixes.

Additions:
+ Added "Primal Wish" aspect, for pawns who want to go further than morphs.
+ Added more mutagens with different categories.
+ Added snepmorphs and leopardmorphs. Patched in for Animal Collab Project, and ZW Animals mod.
+ Added haremorphs. These timid morphs are not only cute but suprisingly good listeners.
+ Added squirrelmorphs. While they sadly cannot climb trees, they do posses a rather cute and fluffy tail.
+ Added panthermoprhs. This new morph has a unique aspect to go with it. Try it out and see what it does!
+ Added martenmorphs. Patched in for Martens - Martens - Nature's Most Adorable Assassins
+ Added two new types of morph flus. Pray that lord Randy is merciful.

Bug Fixes:
~ Reduce the commonality of Mutagen Traders
~ Reduced the mutagenic buildup amount from buildings and weapons.
~ Former humans can no longer get the 'morph frustrated' thought.
~ Elephant Hide no longer makes your pawns immune to damage.
~ Sheepmorphs will now actually produce wool (whoops!)
~ Fixed a bug that would allow a former human to obtain super-sapience on load.
~ Updated traders so they could stock all types of injectors, instead of just the ones from three updates ago (again, whoops!)
~ Partial change stacks should no longer get stuck.
~ Transformed pawns no longer try to finish the job they were working on.
~ Pawns should now mutate correctly when held.

+ Probably some other stuff I forgot about