RimWorld

RimWorld

Cutebold Race
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Update: Mar 28, 2021 @ 8:30pm

2.3.3 -- Mar 28, 2021
Changes:
- Goggles can have a quality now. Any previously created goggles will auto default to the Awful category.
- Goggles when worn now have some variance in their lens color depending on material used.
- A cutebold who has a pair of Archotech (or Advanced Bionic) eyes will no longer gain sun sickness. This also works when the cutebold has one eye missing and one of these special eyes.

Fix:
- Goggles will properly prevent Light Sickness after loading a save.
- Cast error in the cutebold name generator.

Update: Feb 20, 2021 @ 8:25pm

2.3.2 -- Feb 20, 2021
Fix:
- Fixed patching error on loading when the royalty expansion is not being used.

Change:
- That cutebold has a strange shine to their eyes, and why do they eat so much?

Update: Feb 16, 2021 @ 7:45pm

2.3.1 -- Feb 16, 2021
- Hopefully fixed a rare issue with negative stacks of materials mined from ore veins.

Update: Feb 13, 2021 @ 5:41am

2.3.0 "Adaptation" -- Feb 13, 2021
Additions:
- Cutebolds can now gain dark adaptation. This allows them to work just as good in the dark as though they were in the light, if not better! However, there is a down side, cutebolds who have adapted to the darkness will experience light sickness and work slower along with having headaches when in the bright light.

The dark adaptation works slowly, gaining at most 10% in a day. The fall rate while in bright light (over 50%) is twice as fast, so cutebolds who are constantly going back and forth between the outdoors and inside will not become adapted.

There are four stages of adaptation:
-- None: default 100% in the light, 80% in the dark
-- Minor: 90%/90%
-- Major: 80%/100%
-- Complete: 65%/115%

Along with the adaptation, there are three stages of light sickness:
-- Minor: -10% sight
-- Major: -25% sight, +10% pain
-- Complete: -50% sight, +20% pain, -10% consciousness

- Cutebolds are now able to extract extra materials from mining and plant harvesting, max of 15% and 5% respectively. Humans miss so much with their large, unwieldy fingers and their long, clumsy arms.

The percentage for mining depends on both their skill level and dark adaptation amount:
-- None: 3.75% max extra
-- Minor: 7.5% max extra
-- Major: 11.25% max extra
-- Complete: 15% max extra

- Both Dark Adaptation and extra yield can be turned off in a new cutebold settings window under Mod Settings in the options menu. Toggling them will require a restart; dark adaptation will be added/removed from all cutebolds on load into the save.
- Cutebold's eyes glow in the dark when they have dark adaptation (and can be toggled).
- Goggles can be crafted at the machining table. These allow cutebolds who have dark adaptation to go into bright light without suffering from light sickness. However, these will change their global work speed back to defaults while they wear them and they will neither gain nor lose adaptation during this time. Additionally cutebolds will not be able to see the veins when wearing the goggles as well and will not get as much extra that they could otherwise. Finally, they provide some eye protection, though cutebold cannot figure out how to wear them with some helmets.

Changes:
- Changed some things in the cutebold name generator; you will no longer get duplicate names and it can generate new cutebold names on the fly!
- Cutebolds now have a lower chance to spring a trap; they are getting crafty...
- A number of minor stat changes... Wait, some of them are missing! A different patch must have stolen them...
- Separate zip files for simplified heads and tails are gone and have been replaced by a setting in the menu.
- Cutebolds will now generate in quests without requiring an external mod, so hopefully you will not see humans pretending to be cutebolds.

Update: Dec 5, 2020 @ 4:02pm

2.2.7 --Dec 5, 2020
Fix:
- Forgot to update the combat extended patch to align with the previous patch change. This has been rectified and CE is no longer borked.

Update: Nov 29, 2020 @ 4:24pm

2.2.6 -- Nov 29, 2020
Fix:
- The cutebold race now inherits basePawn, this should fix some issues where mods change the base pawn definition and does not affect cutebolds.

Tweaks:
- More stats have snuck in from 2.3.0. Cutebolds are rather sneaky like that, just like how they are able to avoid quite a few traps now...

Update: Nov 1, 2020 @ 1:37pm

2.2.5 -- Nov 1, 2020
Fix:
- The empire is no longer permanently hostile with cutebolds after finding out they make adorable servants. You will, however, need to gain their trust as they still think cutebolds are blight on the rimworlds. You can blame a distant ancestor for stealing a stellarch's undergarment and wearing it as a hat.

Tweaks:
- Some stat tweaks have snuck their way in from 2.3.0.

Update: Oct 20, 2020 @ 9:56pm

2.2.4 -- Oct 22, 2020
Fix:
- Updated some xml files to comply with HAR updates.

Update: Sep 22, 2020 @ 7:31pm

2.2.3 -- Sep 22, 2020
Fix:
- Cutebolds tribes have been shown where their ammo is kept when using Combat Extended.

Update: Sep 21, 2020 @ 8:32pm

2.2.2 -- Sep 21, 2020
Fix?: Added:
- Gave the cutebolds a custom map settlement icon rather than using the standard village one.

Bugfix:
- Forgot a null check for butcherable corpses that aren't ingestible.