RimWorld

RimWorld

Moosesian race
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Update: Apr 12, 2022 @ 8:46am

[Auto-generated text]: Update on 4/12/2022 10:46:30 PM.
TL;DR: backstories labeling changed and some skillgain nerfed, artillery got new vanilla-friendly sprite & now cheaper, moose are now as numerous as earlier patch.

BackstoryDef.xml
Now moved to shared Defs folder instead of a separated 1.2/1.3 folders.
>Limiting and reducing skillgain for childhood backstories.
>Changing some backstory's <title> to make them feel less repetitive, but not far from the original.
>Changing some backstory's <titleShort> to be more coherent.
>Now all backstory have proper uppercasing like vanilla
>Backstory description themselves remain unchanged(for now), aside from minor spelling mistake fixes.

GeneralRaceSetting.xml
Moosesian race <description> grammar/wording fixes.
Now use Male desiccated skeleton instead of Thin.
Meat amount from butchering 80->90
Leather amount from butchering 90->50
//These are merely base values, the actual yield is calculated through base*bodysize.

PawnKinds.xml
reverted <combatPower> back.
MS_General 250 - > 80
Guards 200 - > 75
Vanguard 150 - > 70
Warrior 125 - > 65
Longman 100 - > 55
Fixes any incorrelation between 1.3 and 1.2.
Guard Parent now have min age set at 25.
Vanguard Parent now have max age set at 30.
Warrior Parent now have max age set at 20.
Vanguard Sapper have been using same base parent as Guard, fixed.

Apparel.xml
Vanguard shako: Move Speed 0.05->0.1

MS_CannonballBase.xml
<costList> reduced <steel> from 30 -> 15

MS_ArtilleryCannonBase.xml
Completely new texture, with proper scaling to irl size and more fitting with vanilla art style.
<costList> reduced <steel> from 300 -> 150
In <building> add:
<turretTopDrawSize>2.5</turretTopDrawSize>
<turretTopOffset>(0, 0)</turretTopOffset>

1.2 error fix
Hairs.xml
In MSHair_F and MSHair_G
replace <styleTags> & <styleGender> with <hairTags> & <hairGender>

Update: Jan 11, 2022 @ 9:32am

[Auto-generated text]: Update on 1/12/2022 12:32:35 AM.

GeneralRaceSetting.xml (1.2 & 1.3)
Moosesian race <description> rewritten.
<maleGenderProbability> 0.01->0
<onlyUseRaceRestrictedApparel> true -> false
<whiteApparelList> temporarily purged.

About.xml
Slight edit and grammar/typo fixes for <description>.

//For the past 2-3 months, I have been contemplating on whether or not I should a rework on this race, including drawing all the textures again, so I have halted myself from adding new content or fixing any bugs that people have been reporting, and for that I apologize.

------------------------------------------------------------------------------------------------------------------
//TODO Lists
Going with the least tiresome work, I'll start with;
Rewriting the military-esque backstories that was written in the very early version.
Adding more unique pawnkinds that fit with their respective backstory.
After that's done, I will;
Drawing a new preview art.

//HUGE ENDEAVOR, may do it, may not.
Redrawing all the textures; bodies, heads, hair, everything to actually fit vanilla apparel.

Update: Dec 21, 2021 @ 7:51am

[Auto-generated text]: Update on 12/21/2021 10:51:05 PM.

Textures:
Hairs textures have been greyscaled, hence the default hair color is no longer light blonde, this will allow for uses of more hair color in the future without any odd color mixing.
Fix WFF_Flowercrown texture mistake from last update.

GeneralRaceSetting.xml:
New hair colors:
1 white (default texture color)
2 shades of dark blonde
1 lighter shade of cherry blonde

Update: Dec 20, 2021 @ 9:00am

[Auto-generated text]: Update on 12/20/2021 11:59:53 PM.

GeneralRacesetting.xml : Remove Ideology gears from whitelist (1.2)

PawnKinds.xml:
Fix issue where Guard pawns are spawned without headgear.
<apparelAllowHeadgearChance> have been moved to parent for Vanguard and Guard.

Texture:
Readjust the head parts(again) to be better aligned with vanilla textures.
//The head can fit power armor helmet almost perfectly now.

MS_Scenarios.xml: fixing minor mistake in scenario description.

Update: Nov 22, 2021 @ 7:05am

[Auto-generated text]: Update on 11/22/2021 10:05:20 PM.
TL;DR: This update will reduce the numbers of Moosesian spawning in raid/events, there for giving less burden on the game, and less freeze.

MSFactions.xml: Changes in <pawnGroupMakers>, now there could be five ways for a hostile/friendly raid to spawn, each with spawn chance from common to rare.
Light Infantry Recon 50% : Small group of vanguards visit your colony.
Line Infantry Charge 35% : Less skilled than the vanguards, but they come in numbers.
Light Infantry Attack 10% : Detachment of vanguards, accompanied by a unit of sharpshooter.
The Guard Attack 4% : A raid by detachment of the Guards, they come with their very own Sappers/Breacher.
General Led Assault 1% : A big raid led by faction leader.

PawnKinds.xml: Readjust <combatPower>.
MS_General 80 -> 250
Guards 75 -> 200
Vanguard 70 -> 150
Warrior 65 -> 125
Longman 55 -> 100

//I have just notice <combatPower> for vanguard PawnKinds is still 200 (for 1.3), how did I forget to change this values, and since when???
//I have a plan to scale down all textures to 256px, a permanent solution for game freeze problem, but that will come after I'm done with their apparels.

Update: Nov 5, 2021 @ 6:23am

[Auto-generated text]: Update on 11/5/2021 8:22:36 PM.
Moosesian body textures were not drawn after base vanilla body, as a result all apparels both from vanilla/other mods won't fit their body, this has been a well known issue since the very first version of this mod, it could have been easily fixed by restricting apparels they can wear, but since there aren't much race specific apparels for them back then, I have been postponed from doing so, up until now.

//TL;DR: Moosesian now no longer able to wear anything but their dedicated clothes provided by this mod, with exceptions for vanilla headwears.
on the contrary, human no longer able to wear Mosoesian headwears.
This is a temporal solution, there could be further changes.

GeneralRaceSetting.xml:
<onlyUseRaceRestrictedApparel> "false" -> "true"
All vanilla headwears now added to <whiteApparelList>
All Moosesian headwears now added to <apparelList>
WFF_Firespitter Added to restricted <weaponList>

Update: Oct 17, 2021 @ 6:06am

[Auto-generated text]: Update on 10/17/2021 8:05:56 PM.
Minor texture update for most uniforms.
GeneralRaceSetting.xml: Change AimingDelayFactor to from 125% to 100%

Weapon changes
WFF_Dieselboiler: Increase <RangedWeapon_Cooldown> from 3 to 4
Reduce <warmupTime> from 3 ro 2
//Same DPS as before, it's actually a buff given it's now take less time to fire.
WFF_Firespitter: fix a minor typo in description.

Update: Sep 28, 2021 @ 12:08pm

[Auto-generated text]: Update on 9/29/2021 2:07:52 AM.
Apparel.xml : Two new headwears
Neolithic apparel : WFF_FurHat.
Medieval apparel : WFF_Ironhelm(A helmet piece for Ironhide).
Fixed texture for WFF_Ironhide.

GeneralRaceSetting.xml : Add MS_Head7 & MS_Head 8 to the crown list.
//The new face types from the 14th Sep update should appear in the game now, again my apology for such an oversight.

Update: Sep 23, 2021 @ 2:37pm

[Auto-generated text]: Update on 9/24/2021 4:37:05 AM.
Oldguard Bearskin : <researchPrerequisite> changed to General Path.
New texture for VanguardPickhat and GeneralPickhat.

Reintroducing old weapon : Antlerbreaker, now return as a breechloader rifle
Research project MSR_Breechloader is now available.

//As reference for future CE patch, this is essentially a martini-henry, but the caliber is much bigger.

Dieselboiler : changing range from 60 to 55

Update: Sep 17, 2021 @ 12:11pm

[Auto-generated text]: Update on 9/18/2021 2:11:18 AM.
Add custom weapontag for artillery piece.
Change 1.2 Artillery to be the same as 1.3 version.
//I forgot to apply the earlier artillery changes to 1.2, my bad.

New textures : WFF_FarmerSunhelm and WFF_MilitiaCap
MSHair_B_south : fixing minor texture mistakes.