RimWorld

RimWorld

Astra Militarum Imperial Guard Core Mod v2.5
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Opdatering: 22. sep. 2018 kl. 6:24

CONSOLIDATED CHANGE LOG


v1.813
* FIX - Fixed neck protection on ALL armors

V1.812
* FIX - Had <Mass> tag in wrong place from Exitus Sniper Rifle. Fixed.

V1.81
* BALANCE - Improved the Imperial Jumpsuit, to provide more cold/heat insulation, and removed it negative affects. atm there was not reason to use it.
* BALANCE - Increased the Light output of the Imperial Lamp.
* BALANCE - All Armor Now weights 5kg Mass, Clothes have Individial Mass Configs.
* BALANCE - All weapons now have individual Mass configs.
* CHANGE - Imperial Lamps and Lighting now adds a little more beauty, making your guardsmen and astarte feeling more at home in the Imperium.
* FIX - Fixed the descriptions for the custom Traits.

V1.8
* NEW ITEM - Imperial Imperial Fortification Wall - Imperial Fortification Wall, This wall has a opening through which Defenders can fire in while providing cover. This is your first line of Defense! Capable of holding up a roof, and is fire resistant. Requires Research "Basic Imperial Construction"
* NEW ITEM - Imperial Construction Fabricator - Used to create Imperial Building Materials, like Rockcrete FerroCrete, PlasCrete. Can also be used to create bulk stone blocks as well. Requires Research "Basic Imperial Construction"
* NEW ITEM - New Construction Materials made at Imperial Construction Fabricator. Rockcrete FerroCrete, PlasCrete, used for really strong walls.
* NEW ITEM - Imperial Wall - Using all the usual materials plus the new Imperial Construction Materials (Rockcrete FerroCrete, Plascrete) Requires Research "Basic Imperial Construction"
* NEW ITEM - Imperial Lamp - A new Lamp in a SciFi Style, to better fit in with Base asthetic. Plus it uses alot less power than the vanilla lamp which i always thought used to much power.
* NEW ARMOR - New Ultramarine's Astarte Armor, all Astarte Armor has the same stats and build requirements, but this is just a different look Astarte armor.
* NEW ARMOR - New Blood Angels's Astarte Armor, all Astarte Armor has the same stats and build requirements, but this is just a different look Astarte armor.
* NEW ARMOR - New Cadian Shock Tropper Armor, Slightly Better than Carapace Armor, slightly more build requirements.
* CHANGE - Rogue Trader now also sells Imperials Construction Materials. (Rockcere, Ferrocrete and Plascrete)
* CHANGE - The Cogitators now appear uner the Imperial Catagory on the bottom left of the screen.
* CHANGE - Storyteller Chaos Undivided - All events are Random with weighting toward threats, big and small..
* CHANGE - StoryTeller Urlock Gaur - Events with weighting toward smaller threats, with large threats occuring not as frequently, but still more than vanilla Storytellers.
* BALANCE - All Fabricator Benches & Cogitators will now shortcircuit in rain, needs a roof over it.
* BALANCE - Core Extractor will now short ciruit in rain, needs a roof over it.
* BALANCE - Manufacturing Cogitators now require Power.
* BALANCE - Interaction Icon (Chair point) added for all benches.
* BALANCE - Adamantium Bog Standard Vanilla Wall was to Strong. Balanced down to be slightly better than Plasteel Walls.
* BALANCE - Lowered All Armor Market Values, raw material should mostly be worth more.
* BALANCE - Decreased Core Extractor Yeilds but about 20%, while you need more stuff, using a high level miners you still get good yields.
* BALANCE - Gold and Silver Yields from the Core Extractor greatly reduced.
* BALANCE - Changed the amount of work required to mine Ceramite and Adamantium - now is alot less work.
* FIX - Greatly lowered the build requirment for Imperial Solar Panels, as these are really more cosmetic items as i cannot increase there power output above vanilla using XML.
* FIX - IG Storytellers now have far more frequent Orbital Trader Visits.
* FIX - Fixed a number fo reasearch Description to be correct or more accurate.
* FIX - Have removed all the redundant def from "QXIGC_Mote_Visual". May or may not have been causing lag spikes.
* FIX - Added a general Resource Icon to the right of screen, when resource folders are used.
* FIX - Electricty Research is now needed for all Imperial Lighting.

V1.753
* BALANCE - Fixed Temperature on Clothes. Less of an effect now BUT it still means you should not wear a great coat in the desert!

V1.752
* UPDTAED - Added a Global Equip Modifier for Apparel of 2.5, will fine tune for individual items later.
* UPDATED - Added a Stuff Multiplier for Cermaite (Same as Plasteel) and Adamantium slightly better than Plasteel. Covers Armor, Insulation and Damage Multiplers.
* UPDATED - Slightly increase the resistances for the Astarte Power Armor.
* BALANCE - Changed ALL Armor and Clothes Armor Ratings to fit in with B19 changes some stuiff is stronger some is weaker, but in general the items is also better than most vanilla counterparts.
* BALANCE - Updated the Stat Factors of Ceramite and Adamantum to be better used when making Stuff Items (Armor, Melee Weapons and Furniture)
* BALANCE - Halved the work to mine raw adamantium found in rock.
* BALANCE - Wall hit points for Ceramite and Adamantium increased slightly due to changes in stat factors. May mean your walls need repairing slightly as they will now have more hitpoints.


V1.751
* FIX - Imperial Wall Light Perspectives



Opdatering: 18. sep. 2018 kl. 9:27

CONSOLIDATED CHANGE LOG

V1.75 - B19 Update
* FIX - Tier 2 Bolter is Tied to Tier 2 Bolter Research instead of Tier 1 Bolter Research
* B19 - Added a dedicated "IG_BaseBullet"
* B19 - Added <stoppingPower> variable to projectiles
* B19 - Removed <Weapon_Bulk> variable from Weapons. Seems to have been removed from game
* B19 - Updated the <filthLeaving> Tag to use the new syntax accross multiple files
* B19 - Updated <minifiedDef> Tag to use the new syntax accross multiple files
* B19 - Updated lots of renamed Variable Tags.
* B19 - Removed <ArmorRating_Electric> Variable seems to have been removed. Was used in some Armor
* B19 - Vanilla "Componenet" Def now called "ComponentIndustrial" updated all my mod refernces to this.
* B19 - ArtName_WeaponGun rnamed by B19 to NamerArtWeaponGun
* B19 - <postExplosionSpawnThingDef> changed to <preExplosionSpawnThingDef>
* B19 - FilthFuel changed name to Filth_Fuel
* B19 - Prosthophobe change name to BodyPurist
* B19 - Terrain Affordance SmothHard change to Medium
* B19 - Lots of RulePack References changed.
* B19 - <EntertainmentStrengthFactor> change to <JoyGainFactor>
* B19 - GamingCerebral now Gaming_Cerebral
* B19 - RecruitPrisionerChance, no longer a stat offset so removed from mod.
* B19 - <exceptedThingDefs> no longer works seems to be replacved by <disallowedThingDefs>
* B19 - IG_Door Base rebuilt using new B19 rules.
* B19 - <iconDrawScale> now <uiIconScale>
* B19 - <startElectricalFires>true</startElectricalFires> Seems to have been removed.
* B19 - <applyCaravanStealthFactor> now <applyCaravanVisibility>
* B19 - StoryTeller "UrlockGaur" and "Chaos Undivided" changed to fit in with now storyteller layout. BUT these still need balancing, atm they just like Casandra and Randy Random Respectively. I iwll sort these out in a later patch.
* B19 - <isBionic>true</isBionic> no longer seems to be used, and ws removed.
* B19 - <oldInjuryBaseChance> has been removed, so its been removed from the mod where used.
* B19 - <dontSuggestAmputation> changed to <canSuggestAmputation>
* B19 - <spreadOut> seems to have been remvoed from damage Defs
* B19 - IGBomb DamageDef updated for B19
* B19 - <averagePainPerSeverityOld> changed to <averagePainPerSeverityPermanent>
* B19 - <tendDuration> now <baseTendDurationHours>
* B19 - Paradox Poker Table Updated for B19
* B19 - <blueprintGraphicData> now needs to be inside the <building> tag
* B19 - <isBodyPartOrImplant> seems to be removed in B19
* B19 - Fixed issues with Nutrition and how it is treated in B19.
* B19 - Removed some Job Givers for Hauling as Hualing has been reworked in B19 it have opportunitistic hauling, so should not longer be needed.
* B19 - Updated Plant Base for B19
* B19 - Updated IG_PlantKalma for B19
* B19 - BulletImpactMetal replaced with Bullet_ImpactMetal
* B19 - Pile of Vanilla Sound Files have been renamed, so changed to new names when used in mod.
* B19 - Loads of BaseAbstract changes to align with B19.. Too numerous to list individually.
* B19 - Fixed Falamability Variable accross multiple Objects
* B19 - ForcedMissRadius removd from assault cannon as it now can only be used on explosive projectiles
* B19 - Load of textures renamed due to following change *_back to *_north, *_side to *_east, and *_front to *_south
* B19 - Removed custom naming for Imperial Art Works. Will look to put back later once i understand the new RulePack construction in B19.
* B19 - Sorted cold insulation values on armors. Seems that B19 changed the use of the negative sign for cold insulation


V1.741
* FIX - Augment Leg description now correct as it was incorrectly saying Augmetic Arm
* FIX - T2 Drone Implant, incorrect gave -20% boost instead of +20% boost to smithing speed.
* Balance Change - Black Rage chance changed from MTB 50 days to 75 days. With loads of T3 pawns it was too often
* Balance Change - Enhanced Black Rage chance changed from 25 days to 75 days. With loads of T3 pawns it was too often

V1.74
* Balance Change - Doubled Kalma Leaves Harvest Amount from 2 to 4
* Balance Change - Increase Kalma Crop Sensitive to Fertility by 50%. So will grow quicker on fertile land.
* Balance Change - Lyman Ear, Occulobe and Black Carapace WILL NOT give the Black Rage Mental States. (This was already case before this update but wanted to point this out.
* Balance Change - Ossmodula, Secondary Heart, Omophagea, Catalepsean Node. Can EACH give mental State "Black Rage" on average once every 50 Days increased from 35 days. So its a little more rare for larger colonies.
* Balance Change - Rite of Pure Thought. Can give "Heightened Black Rage" on average once every 35 Days
* Balance Change - Mental State "Black Rage" Given by certain T3 Augments (Astarte Organs) has been changes so the mental State is based on the Tantrum Mental State, so now your pawns wont kills each other. But will just go about destroying your base for a little while, when the state is active.
* New Mental State - "Heightened Black Rage" where your pawn has a targeted tantrum mental state where they will find something in your base to DESTROY. So you have to arrest them before that happens if its something you care about, or keep it repaired while they damage it. But beware they could go destroy a stack of 1500 adamantium.

V1.73
* Fix - Had the Wrong Bullet attached to the T2 Bolter, so it was doing same damage as the T1. Now you will find it MUCH better. As its using the bullet i originally defined for it.
* Fix - <Weapon_Bulk> Tag Added to all Ranged Weapons, may add later to Melee Weapons.
* Balance Change - Wall Lights has a little more glow.
* Balance Change - Silver Colour of the Wall Lights has been changed to a slight lighter shade of Silver
* Balance Change - Steel amount needed from 12 to 3 for Floor Lights
* Balance Change - The Imperial MedKit Recipe now requires 1 Refined Kalma and not 3.
* Balance Change - Apothecary Level Research is now "Spacer" level rather than Industrial Level.
* Balance Change - Tech2 Bolter is now "Spacer" level rather than Industrial Level.
* Balance Change - Rebalanced some of the Research Required for Apothecary.
* Balance Change - All Bolter's can now Target Ground.
* New ITEM - "Assault Cannon" so new Iliastus Pattern Assault Cannon. Has Custom Sounds and can Target an Area. New Research required at ULTRA tech Level. Purge the Heretics.

V1.72
* Balance Change - Increase Glow Factor of imperial Lighting.
* Components - Increase the output of components from the Fabricator Bench from 4 to 6, increase stuff required so you use slight more Steel to make them, but they made quickly. So 6 Components at a time cost 40 steal rather than 30.
* Fix - Fixed Catagory for Storage Zone for Stolen Geneseed. Now in Items/BodyParts/Imperial Augments/

V1.71
* Fix for planetary Extractor had work amount for adamantium at 250 instead of 2500, which meant that it spat out Adamantium like Candy...

Opdatering: 18. sep. 2018 kl. 8:00

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