RimWorld

RimWorld

Moosesian race
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Update: Sep 15, 2021 @ 9:48am

[Auto-generated text]: Update on 9/15/2021 11:48:17 PM.
MS_Scenarios.xml : changing starting weapons
From 6 Headcutters to 1 Headcutters, 1 Antkiller and 1 Firehorn.

Antkiller weapon tag has been changed : MS_Range_Standard to MS_Range_Civilian, to prevent them from spawning in raid.

GeneralRaceSetting.xml : <atlasScale> reverted back to 8

PawnKinds.xml :
MoosesianWarriorPawnBase : Add <maxGenerationAge> = 30

Texture changes :
Realigning all apparels, eats and antlers texture with the new head sprites(exceptions for apparels that are soon to be redrawn)

Update: Sep 14, 2021 @ 1:13am

[Auto-generated text]: Update on 9/14/2021 3:12:08 PM.
Sorry for the delay, I always try to keep it at 2 days per update, 4 for big one, but these new hairs took a lot of time to get it right.

GeneralRaceSetting.xml :
WFF_MSSlaveOutfit added to restricted apparel list.

Hairs.xml :
Label changes, now all hairstyles has their own specific name.
//I still left 'MS_' in to separate it from vanilla style.
MSHair_F & MSHair_G added.

Texture changes :
2 new faces type.
Redrawn the east facing head sprite.
//Mistakes were made.
Minor hair textures fixes/changes.
MSHair_E has been redrawn entirely.

Update: Sep 9, 2021 @ 2:05pm

[Auto-generated text]: Update on 9/10/2021 4:04:55 AM.
Artillery fixes

MS_ArtilleryCannonBase12pdr :
Description changes, swapping the description, also add new one extra verse.
New textures, now the gun has brass color, while the carriage has olive green, there is also an arrow that show direction of the gun when set to install.
//The 'base' of the gun itself used to be a transparent sprite, causing the uninstalled/minified and the blueprint version of building to be invisible, this is the best I could come up with as a solution.
Now act like vanilla mortar, except no longer need 'fuel'(Reinforced barrel).
Now have storage option, act like vanilla where you can choose allowed ammo type.
Now loaded shell(in this case, the cannonball) can be extracted from the cannon.
Now have proper shadow instead of edge rectangle shadow:
add <shadowData>
set <castEdgeShadows> to false

MS_Cannonball_12pdr_Roundshot :
New textures, lone cannonball has smaller size, multiple cannonballs are now in a crate instead of being stacked as a piles.
Reduce crafting cost, from 50 steel to 30.
Increase mass from 5 to 5.4

Storyteller : small sprite replaced with a new one zooming closer to her face.

Update: Sep 7, 2021 @ 6:39am

[Auto-generated text]: Update on 9/7/2021 8:39:31 PM.
Dieselwork description changed to be more coherent(second verse)

Ironheap has its research prerequisite changed to general path.

Rebalance Metalbuss stats : <stoppingpower> from 2 to 2.5

New weapons added
Firespitter, along with custom damage def, unlocked as a reward for researching Guard path.
Antkiller (Fowler), a small musket normal human can use.
//There's suppose to be two more, but I decided not to add them for gameplay reasons.

New buildings added
Cannon Artillery :
MS_ArtilleryCannonBase12pdr (the base gun)
MS_ArtilleryCannonPiece12pdr (the gun piece that actually do the shooting)
MS_Cannonball_12pdr_Roundshot (the cannonball as an item, similar to mortar shell)
MS_Cannonball_12pdr_RoundshotBullet (the cannonball as a projectile being launched out of cannon)
//I did not put '12-pounder' into the <label> as it would be too specific to be fit with vanilla, this will change once I make CE patch though.
//Artillery at the moment is functional, but with inherent issues of which I will fix later.

New research project : MSR_ArtilleryCraft

GeneralRaceSetting.xml : atlasScale reduced from 8(512px) to 4(256px)
//1.3 only

new category : MS_Cannonballs
WeaponCategory.xml renamed to MSCategories.xml and moved to the shared Defs folder
All custom categories will be kept here from now on

Update: Sep 3, 2021 @ 7:59pm

[Auto-generated text]: Update on 9/4/2021 9:59:48 AM.
Change <maleGenderProbability> from 0.01 to 0
//Until I decide to make male version, there is no need to have this above 0.

Fix :
Slave tab is now available.
//I just realized I didn't add the tab in basepawn, my apology.

Civilian backstories update
24 new backstories are added for adulthood.

Update: Sep 2, 2021 @ 12:59pm

[Auto-generated text]: Update on 9/3/2021 2:59:15 AM.
New Storyteller : Marshal Bonaparte

Changes for MooseTribe (NPC faction) :
> A proper color spectrum for generating more than one Moosesian factions.
> No longer naturally hostile to player in 1.3

Update: Aug 30, 2021 @ 8:45pm

[Auto-generated text]: Update on 8/31/2021 10:44:33 AM.
Body.xml :
Reduce Antler bodypart coverage down to 19%, removing the yellow text warning

MS_Head1 and MS_Head2 : Eyes texture changed

Apparel.xml :
New apparels : Skirmish shako, Vanguard shako
Fix label : Change "Warrior Shako" to "Warrior shako" (also applies to the new shako variants)
New texture for Warrior shako

PawnKinds.xml : Changes for Vanguard's required apparel(replaced pickhat with shako, skirmisher has their own shako variant)

WFF_Pikebreaker : Increase 'point' stab damage from 15 to 20.
//Increasing the overall DPS over Headcutter.

Update: Aug 28, 2021 @ 12:25pm

[Auto-generated text]: Update on 8/29/2021 2:22:48 AM.
Head textures updated
South-North : Upper part of the head are now more round, only noticeable if bald.
East : Readjusted eyes position, the face and blush lines redrawn.

GeneralRaceSetting.xml : Bodyaddon changes
Ears
Left/Right ear now has their own texture drawn behind the antler.
Antlers
Coverage changed from 0.03(3%) to 0.25(25%)

Apparel.xml :
New apparel : WFF_Ironhide (Moosesian plate armor)
WFF_GuardBearskin : Add +10% PainShockThreshold
WFF_OldGuardBearskin : Replace MoveSpeed with +20% PainShockThreshold
WFF_GuardUniform : Add +30% PainShockThreshold
WFF_VanguardUniform : Add +20% MoveSpeed

Update: Aug 24, 2021 @ 10:53am

[Auto-generated text]: Update on 8/25/2021 12:53:26 AM.
GeneralRaceSetting.xml :
WFF_InfirmierUniform added to restricted apparel list
<atlasScale> change from 4 back to 8

Apparel.xml :
New apparel : WFF_Civilianwear WFF_Flowercrown
WFF_SurgicalApron now has <researchPrerequisite> changed to ComplexClothing
WFF_CeremonialDress increase worktomake to 6000
WFF_MilitiaOutfit : east facing sprite, minor outline fixing

PawnKinds.xml :
MS_Colonist now has WFF_MSBra and WFF_MSPanties as required apparels

Update: Aug 21, 2021 @ 10:38am

[Auto-generated text]: Update on 8/22/2021 12:38:24 AM.
Pawn are now rendered in 256px resolution, this help keeping the game from crashing when 100+ mans raid happen.

PawnKinds.xml :
Increase apparelmoney for pawnkinds.
//Fixing problem where some pawn spawn without proper apparel.

RulePacks_Namers_People.xml : Now use a separate list of first/lastnames instead.
New 200 names to replace the old one(100 firstname + 100 lastname), however these custom names still remain unused in the game.

New texture for WFF_MilitiaOutfit

Apparel.xml :
Discription changes for WFF_MilitiaOutfit(Only first verse).
Remove RangedWeapon_Cooldown from WFF_InfirmierUniform.
//Reason : he medic uniform doesn't come with ammo pouch.
Armor Rating changes
All uniforms has armor rating increased from 20% sharp 15% blunt, to 40% sharp 30% blunt.
//They are now technically on the same level with vanilla Flak jacket, but with far better blunt AR.
WFF_MilitiaOutfit has armor rating increased from 20% sharp 10% blunt, to 35% sharp 25% blunt.