RimWorld

RimWorld

Star Wars KotOR Weapons and Armor
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Update: May 25, 2024 @ 3:27pm

[Auto-generated text]: Update on 5/25/2024 3:27:10 PM.

Star Wars KotOR Weapons & Armor - 1.5 & CRAFTING OVERHAUL UPDATE!
- added many new resource projects (via the new mod KotOR Resources & Materials). most generic items, and plenty of faction-related ones are now craftable!
- LIGHTSABER CRAFTING - lightsabers are finally craftable! exactly like everyone's favorite KotOR 2 sidequest, three key lightsaber pieces + a color crystal are necessary to construct a lightsaber. researching and crafting these three pieces themselves is very difficult, but I have (hopefully) made them very easy to get from Exotic Goods Traders, most of my orbital traders, and quests! I am planning even more ways of throwing these parts at you for the future!
- Biomes! Caverns Compatibility - as part of the lightsaber crafting overhaul, most lightsaber crystals can be found from new Crystal Formations! small and medium crystal formations can be found on any vanilla "caves" tile as well as most of the other Biomes! Caverns tiles. large crystal formations with rare power/focus crystal drops, however, are only found in the "crystal caverns" tiles!
- Modular Bionic Implants System - the final equipment system from the original KotOR games is here! Modular Implant Docks are a new type of brain implant that can freely install/uninstall one of up to four different types of implant upgrades! each of these upgrades boost different stats and pawn capacities, and they are divided into four categories: Packages, Devices, Systems, and D-Packages.
- Playable Old Republic-era heroes! - previously a "secret" feature, 9 different characters from KotOR 1 & 2 are now playable as PawnKinds! Each come with different Ideology DLC abilities, unique or legendary-quality equipment, Force power tree progression & Psylink levels, and more! These PawnKinds are only accessible from either the "Spawn Pawn" command in the debug menu, or from two new starting scenarios for the lightside and darkside characters!

Update: Mar 2, 2024 @ 7:38pm

[Auto-generated text]: Update on 3/2/2024 7:38:02 PM.

- added missing MayRequire tags for helmets that hide pawn heads via AthenaFramework
- enabled the blunt weapon pawn hit sounds that were disabled for some reason
- re-enabled the stygium crystal item that I apparently disabled at some point for Core mod reasons

Update: Mar 2, 2024 @ 7:31pm

[Auto-generated text]: Update on 3/2/2024 7:30:34 PM.

Update: Feb 27, 2024 @ 11:49am

[Auto-generated text]: Update on 2/27/2024 11:49:19 AM.

Update: Feb 26, 2024 @ 7:57pm

[Auto-generated text]: Update on 2/26/2024 7:57:00 PM.

- added a patch for Force VPE mod's lightsaber thingclass

Update: Feb 25, 2024 @ 11:29am

[Auto-generated text]: Update on 2/25/2024 11:28:49 AM.

!!!!NO JECSTOOLS UPDATE!!!!

- the JecsTools requirement is GONE (thank you to whoever it was in the main Rimworld discord that explained to me how code licensing works). going forward this mod will now be "forking" the portion of the JecsTools code that contains the projectile deflection comp. credit of course to Jecrell for the files I had to copy into my mod so things would still function normally

- new melee weapons - Stun Batons, Electrostaffs, Vibroaxes, and Vibroglaives (drawn by Sovereign)! Stun Batons and Electrostaffs both deal blunt damage as well as having their respective Stun and Electrical damage bonuses. Vibroaxes attack slowly but deliver powerful blows, and Vibroglaives stab quickly while giving the wielder a greater chance to dodge, but can be slow to recover if a slashing attack is rolled

- melee weapon overhaul- all melee attack tools (including Lightsabers) have been completely overhauled. base toolFactors are now synchronized within all melee weapon classes, and damage/accuracy bonuses are now handled through equippedStatOffsets. additionally, all vibroweapons now have 25% armor penetration in order to remain competitive with the two new blunt weapon types.

- backend melee/lightsaber upgrade overhaul - upgrade parts that add extra damage types are now guaranteed to do so as a random chance instead of whatever the hell system I had before. this is currently the best solution I am able to achieve, since this 'tool' system is a huge pain in the ass.

- THE SITH LORDS - thanks to a generous donation by user Slamurmum, five new outfits (with four accompanying lightsaber types) drawn by Immortalus have been added: the Star Forge Robes, Darth Revan's Robes, Darth Malak's Armor, Darth Sion's Armor, and Darth Nihilus' Robes. Additionally I've finished drawing a sixth outfit to accompany these new additions: Visas Marr's Robes!

- new armor - the long awaited Republic and Sith Trooper Armors have been drawn at last! additionally, several new pieces of armor have been added in preparation for the upcoming KotOR Factions, including [old] Republic Commando Armor, Mandalorian Supercommando Armor, Sith Assassin robes, Sith Warrior robes, and more!

- new helmets - four new helmet types have been added to match some of the existing armor types: Combat Helmets, Military Helmets, Light Battle Helmets, and Heavy Battle Helmets! each has two or three modular variants to choose from! more will be added as I think of designs for them. it should be noted that Heavy Battle Helmets and the new Mandalorian Supercommando Helmet are the first modular armors to use the "helmet tech" slot, which allows you to install (most of) the visor headbands added by this mod as a helmet upgrade giving you all their stat bonuses!

- new clothes - the bodysuit has been re-drawn in beautiful 512x, and alongside it five new types of OnSkin-layer clothing have been added! with this addition, I have finally begun efforts to add sprites for the "fat" bodytype! all armor and clothing added in this update have fat textures, and going forward I will be retroactively making them for all previous apparel in future updates as well!

- merged content from Sovereign's Sand People Xenotype mod! - going forward, our KotOR project will now be hosting content from several of Sovereign's Star Wars-themed mods! added to this mod are the Gaffi Stick, Cycler Rifle (as an alternate version of the existing Tusken Cycler slug rifle), as well as the Sandpeople Mask & Body Wrap!

- new weapons - two new blasters have been added: the Commando Special Carbine, a powerful new carbine boasting all three of the 'attack verb' upgrade slots, and the Jawa Ion Striker, a combination of a holdout and an ion pistol with quality tier functionality and extra upgrade options! additionally, a new melee weapon has been added: the Exchange Poison Blade, as well as a new grenade type: poison grenades!

MISC TWEAKS:
- both versions of the Tusken Cycler also now have quality tiers

- all holdout pistols except the Sith Officer Pistol have been tweaked to fire one shot per burst instead of the typical 3, hopefully making them less of a cheesy stun-lock weapon (look to the Zabrak Blaster Pistol and Zabrak Blaster Carbine if you want that). the Zabrak Tystel Mark III has been given new primary attack sounds.

- Light-Scan Goggles now boost the 'sight' capacity by 40% when worn. Visas' hood no longer reduces the sight capacity, and I changed the def name so it's in-line with the new hero apparel. sorry if anyone's hood vanished because of this, you have my blessing to devmode in a new one.

- the Mining Laser now gives a 20% bonus to mining and smoothing speed! this is also applied to the two droid laser weapons in the Droids mod.

- the Light Jedi Cloak has been reworked into a more generic "Cloak, Simple". the psy stat bonuses it gave have been transfered to the Jedi tunics

- since SoS2 has upgraded their EVA armor system, I have updated my space-capable armors accordingly. all three of the "powered" armors plus the Vac-Sealed Bodysuit now have 75% decompression resistance, and all of the heavy battle helmets, sith trooper helmets, and mandalorian helmets have 25% decompression and 100% hypoxia resistance.

- additionally, since vacuum speed is now a stat in SoS2, all three jetpacks in the Gadgets mod now have a 4x vacuum speed multiplier (making pawns with a jetpack equipped as fast as they are on land). the new Armored Flight Vest also has a 2x multiplier, and a new "armor tech" upgrade has been added for the powered armors which gives a 3x multiplier

Update: Dec 14, 2023 @ 7:00am

[Auto-generated text]: Update on 12/14/2023 7:00:17 AM.

- added MayRequire="Ludeon.RimWorld.Ideology" tags to anything that affected the HackingSpeed stat

Update: Oct 31, 2023 @ 5:38pm

[Auto-generated text]: Update on 10/31/2023 5:37:47 PM.

- projectiles fired by the 'energy charger' weapon mods are now much stronger
- all explosive projectiles (cannon bolts, missiles, rockets, and thrown grenades) have been significantly buffed to match damage values for vanilla explosives
- this mod can now be ran without JecsTools, however no lightsabers will be present if you do so

Update: Oct 7, 2023 @ 2:05pm

Jecs' Force mod compatability update
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- complete backend overhaul of the Lightsabers: if the "Star Wars - The Force" from Jecrell is active, versions of the Lightsaber defs that are compatible with this mod will be loaded instead. IMPORTANT: if you plan to add the Jecrell force mod to an active save already using my mod, you will need to devmode spawn-in new lightsabers because the defnames had to be changed in order to be compatible!
- added two new blasters: the Trandoshan Mass Driver, a new heavy repeater that fires slug projectiles, and the Mandalorian Veteran's Rifle, a new high-level sniper that deals stun damage!
- new damage types: electrical & radiation - these were mostly just added in for use later on. electrical damage applies the new "electrocuted" hediff, which is very painful but not super damaging to pawns, and was added to the Systech Static Blaster. radiation damage is like disruption damage, but applies toxic buildup, and is used by one droid weapon in the new KotOR Droids mod. shields in the Gadgets mod have also been tweaked to block these damages.
- removed the Vanilla Psycasts Expanded demo pawns because they were throwing errors

Update: Aug 4, 2023 @ 5:43pm

[Auto-generated text]: Update on 8/4/2023 5:43:00 PM.

- forgot to transfer an armor mod part to the gadgets doc, oopsie