RimWorld

RimWorld

Astra Militarum Imperial Guard Core Mod v2.5
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Update: Mar 22, 2020 @ 1:05pm

[Auto-generated text]: Update on 3/22/2020 7:58:48 PM.

V2.04
* CHANGE - Updated texture for Imperial Fabricator, the Mechanicus logo did not show well enough, so now it does :)
* BALANCE - Removed Las Gun as a Research Pre-Requisit for Advanced Imperial Construction, and changed to Imperial Metals as it made more sense.
* BALANCE - Tech Levels for Research has been edited before most were industrial now more are Spacer and with Tier 3 stuff as Ultra.
* BALANCE - Mineable Yield of Adamantium increased from 0.15 to 0.35
* BALANCE - Mineable Yield of Ceramite increased from 0.23 to 0.80

Update: Mar 21, 2020 @ 3:31am

[Auto-generated text]: Update on 3/21/2020 10:25:30 AM.

V2.03 -
* BALANCE - Changes to a number of mass tags for items across the board for better use in caravans.
* CHANGE - Added "<useDeflectMetalEffect>" effect to all Astarte Armors (Terminator and Standard)
* NEW ITEM - Added Imperial Rejuvenat to Medical Fabricator. Requires Augment Tier 3 Research. Act like MechSerumHealer. Expensive in resources to make.
* BALANCE - Augmentic Kidney now have 10% gain in Immunity speed, and 10% reduction in toxicity speed.
* CHANGE - Added BRAIINNSS (Brain) to Rogue Trader. For people who dont want to kills pawns for ethical reasons or social health reasons :)
* BALANCE - Buffed Uranium Reactors from 2500 to 3000 power generation
* BALANCE - Buffed Thermal GeothermalPower Plant from 7200 to 8000 power Generation
* BALANCE - Easier to make RockCete, FerroCrete and Plastcrete blocks. You get 15 blocks from each work process now not 5, so is now 3x more efficient.
* BALANCE - Rockcrete blocks no longer require steel or blocks to make, but can use chunks directly. 3 chunks = 15 rockcrete, I want people to be able to use these earlier in game.
* BALANCE - Ferrocere now required steel instead of ceremite.
* BALANCE - PlastCrete now required ceramite instead of adamantium.
* BALANCE - Work amounts changed from create of the Cete's snow now from 1600 to 1000 work.
* BALANCE - Bulk Stonecut changed from 1600 to 1000 work.

Update: Mar 19, 2020 @ 1:03pm

[Auto-generated text]: Update on 3/19/2020 7:57:43 PM.

V2.02 -
* BALANCE - Both Storytellers to give more frequest Quests.
* BALANCE - Both Storytellers give more frequest orbital traders.
* BALANCE - Updatye Storyteller "UrlockGaur" to be more raid focused - I think :)
* BALANCE - Reduce Promethium Fuel Block required for Void Shield Generators. 50 to 10
* BALANCE - Buffed Terminator Armor Protection for Blunt and Sharp.
* ADDITION - Added create AI-Persona Core to Medical Fabricator. Requires Augment Tier 3 Research.
* FIX - Changed TAGS of the Thudd Gun so that other factions dont try to use it when sieging.
* FIX - Seems Void Shields stopped working, due to change in the comp for it by Tynan on 14th March. Now i cant base it on power usage, all i can do is work on a charge cycle. So for now they DONT need power, but to compensate i have reduced the radius and set a charge cycle of 12 hours up, 2 hours to recharge, then you get another 12 hours.
* CHANGE - Void Shields can now be minified and moved.

Update: Mar 18, 2020 @ 4:56pm

[Auto-generated text]: Update on 3/18/2020 11:51:26 PM.

V2.01 - Minor Changes & Fixes
* Balance Change - Shield Belt shield size increased.
* Balance Change - Assault Cannon Damaged increase per shot from 10 to 15 (12 shot burst)
* Fix - Removed AI Persona Core from sale at rogue trader as it caused error for some depending on what 3rd party mods you have installed. I will fine a way later to get it into game another way, likely craftable.
* Royalty Fix - Commissar Cap and Coat gives royalty Tiers 1 to 7 now.
* Royalty Fix - Terminator Armors gives royalty Tiers 1 to 7 now
* Royalty Fix - Imperial Guard JumpSuit gives royalty Tiers 1 to 4 now

Update: Mar 18, 2020 @ 7:47am

[Auto-generated text]: Update on 3/18/2020 2:42:19 PM.

v2.0 - Terminate the Void Release
* MOD CHANGE - Integrated the turret addon directly into v2.0 of the CORE MOD, this ONLY affects v1.1 Rimworld games. V1.0 games will still need the "Turret addon" to get the turrets. TURRET ADDON is NO LONGER REQUIRED FOR V1.1 Onward of Rimworld
* MOD CHANGE - Users who previously used turrets addon for 1.1 games can now safely remove the turrets addon from the game, all assets are now already in the CORE MOD.
* MOD CHANGE - Existing v1.1 Rimworld saves should not be affected, any deployed turrets in a save game should still work and be available in game. Though if there are problems deconstruct the turrets and rebuild them.
* MOD CHANGE - Cleaned up research pre-requisites
* MOD CHANGE - Added to augment descriptions the requirements to perform the operation.
* MOD CHANGE - Number of base definitions have been updated to align with vanilla.
* MOD CHANGE - Floors are now in their own drop-down menus in FLOOR tab. Two icons one from normal and other for fine Adamantium / Ceramite floors.
* MOD CHANGE - added to several buildings TAG to NOT expand the home area. Mainly blast charges, self-power turrets etc. Things you normally would not want to auto expand home area too.
* GENERAL BALANCE - High End Research of Imperial Equipment which requires the "High Tech Research Bench" is now linked to "Imperial Research Cogitator" NOT a "MultiAnalyzer".
* GENERAL BALANCE - With all the new armors, I have made a balance pass of all Armor Stats, mostly small changes.
* GENERAL BALANCE - Updated the Priorities of Workbench Work. Priorities are: Weapons/Armor THEN IMPMedical THEN ImpResources THEN PlanetExtract
* GENERAL BALANCE - Updated most buildings to now have a construction required level.
* GENERAL BALANCE - Imperial Battery now hold 7500 power increased from 5000. Change to help with Void Shield Use.
* GENERAL BALANCE - Lowered pre-requisites for "Imperial Armor Standard Pattern" Research.
* GENERAL BALANCE - Buffed "Drone Neural Augmentation" with 20% learning increase
* GENERAL BALANCE - Buffed qty of some items from Rogue Trader. This includes buffing how many "Stolen Geneseed" are available at each visit to between 5 and 10. If you have the silver that is.
* ROYALTY BALANCE - <isMechClusterThreat>true</isMechClusterThreat> added to a number of items. For Mech Clusters to know they should be attacked.
* ROYALTY BALANCE - Removed Reduce "Pyschic Sensitivity" effect to all T1, T2 and T3 implants as this had a knock-on effect of reducing "Entropy" point available for Psychic abilities with Royalty DLC.
* ROYALTY BALANCE - Removed Reduce "Psychic Sensitivity" effect to all Armors, Helmets STILL reduce "psychic Sensitivity" as they should. As this had a knock-on effect of reducing "Entropy" point available for Psychic abilities with Royalty DLC.
* ROYALTY BALANCE - There are now FINE floors for Ceramite and adamantium in the floors menu, there is a drop down to change between Fine Ceramite and Fine Adamantium
* ROYALTY BALANCE - removed "Psychic Sensitivity" reduction from Imperial Traits
* FIX - Used better labels for workgivers so you can better see which bench uses what skill in the work tab.
* FIX - UrlockGaur Story Teller updated. Weighting toward larger threats, with smaller incidents occuring not as frequently
* FIX - Chaos Undivided Story Teller updated. The Chaos Undivided StoryTeller is just That CHAOS! All events are Random with weighting toward BAD rather than good events
* FIX - Added Hit sounds back to Melee Weapons.
* FIX - Added Surgery Hyperlinks so you can link between items when viewing the surgeries.
* FIX - Turrets now appear under the Thing Categories (Security / Imperial Defenses)
* FIX - Turrets where shooting from the side, they now shoot from the front and point at the enemy.
* FIX - Shortened Turret Labels so that the UI Icons are NOT now fully covered by Text.
* FIX - Thudd Turret should no longer give the "radius too large error" when starting a game and it been built.
* FIX - Armor is now Burnable & Smeltable.
* NEW RECIPE - Hyperweath craftable at Imperial Fabricator
* NEW RECIPE - Synthread craftable at Imperial Fabricator
* NEW RECIPE - Thudd Ammo (Used for Thudd Gun) craftable at Imperial Fabricator
* WEAPON CHANGE - Power Axe, Force Sword and Thunder Hammer now also do EMP damage to attackers in addition to existing physical damage.
* WEAPON CHANGE - Added Armor Penetration to Melee Weapon with you hit the targets with the pointy part of the weapon :)
* NEW FLOOR - Fine Ceramite Tile - New gold flecked tile that is created a fine floor fit for even the most pretentious individuals. In Drop Down Menu in Floors.
* NEW FLOOR - Fine Adamantium Tile - New gold flecked tile that is created a fine floor fit for even the most pretentious individuals. In Drop Down Menu in Floors.
* NEW BUILDING - "Imperial Thermal Drill" Build this device in place then detonate to create a Thermal Vent as a place of your choosing. Needs Vanilla "GeothermalPower" Research. Causes a large explosion in order to create the thermal vent.
* NEW BUILDING - "Imperial EMP Charge" Build this device in place then detonate to create an EMP blast in a defined radius . Needs "Imperial Blast Charges" Research.
* NEW BUILDING - "Imperial Demo Charge" Build this device in place then detonate to create an Nuclear blast in a defined radius . Needs "Imperial Blast Charges" Research.
* NEW BUILDING - "Void Shield Generator Mortars" Once Researched "Imperial Void Shields" you can build this building that will protect from mortar attacks withing a defined radius. Has huge Power Consumption.
* NEW BUILDING - "Void Shield Generator Ground" Once Researched "Imperial Void Shields" you can build this building that will protect from Ground attacks (Line of Sight Weapons) withing a defined radius. Has huge Power Consumption.
* NEW WEAPON - "Imperial Orbital Lance Designator" Made at the Weapon Fabricator after completing Orbital Weapon Research. This is a single use weapon to call down a devastating Orbital Lancer Strike.
* NEW WEAPON - "Imperial Orbital Bombardment Designator" Made at the Weapon Fabricator after completing Orbital Weapon Research. This is a single use weapon to call down a devastating Orbital Bombardment.
* NEW WEAPON - "Angelus Pattern Bolter (Relic)" This Tier 3 (Relic) weapon is the most powerful Bolter weapon in game. Complete the research and build at Weapon Fabricator.
* NEW WEAPON - "Barrage Plasma Gun (Relic)" This Tier 3 (Relic) weapon is the most powerful Plasma weapon in game. Complete the research and build at Weapon Fabricator.
* NEW ARMOR - Death Corps of Krieg Armor is now available for all body types, this armor is very good in cold climates and provides good combat protection.
* NEW ARMOR - Terminator Armor Added for "Knights of Raven". These are the toughest armors yet. Make them at the Imperial Armor Fabricator, after you have researched it.
* NEW ARMOR - Terminator Armor Added for "UltraMarines". These are the toughest Armors yet. Make them at the Imperial Armor Fabricator, after you have researched it.
* NEW ARMOR - Terminator Armor Added for "Blood Angels". These are the toughest Armors yet. Make them at the Imperial Armor Fabricator, after you have researched it.
* TURRET UPDATE - Thudd Turret now uses ammo that needs to be made, it can hold 8 shots. The ammo "Imperial Thudd Mortars" is made at the "Imperial Fabricator". Thud Gun has same range as mortars.

Update: Feb 26, 2020 @ 2:19am

[Auto-generated text]: Update on 2/26/2020 10:18:55 AM.

v1.95 - Updated for Rimworld v1.1
* Updates to fix MOD errors and aligned with v1.1 changes that affect mod functionality.
* Mod should be backward compatiable with V1.0 as well as V1.1 using the new mod structure.
* Most fixed were changes / removal of xml tags used through mod, nothing that should cause issues.
* Storytellers is placeholder using vanilla ones basically mine are just randy random on steroids until i can fix properly later.

Update: Jul 11, 2019 @ 1:17am

[Auto-generated text]: Update on 7/11/2019 9:17:16 AM.

V1.93 - Fixes
* Updated surgery Recipies to not show up unless you have the items.
* Updated Ranged Weapons Weights to be more in line with Vanilla.
* Updated Melee Weapons Weights to be more in line with Vanilla.

Update: Jan 8, 2019 @ 3:40am

[Auto-generated text]: Update on 1/8/2019 11:40:15 AM.

V1.92 - Fixes
* Updated Chinese Translation, thanks to VoidVoice.
* Black Rage Removed from mod, mainly due to it getting mixed with other mental states.
* Cleaned up some base abstracts.
* Updated the Floorbase to a mod only IG_Floorbase. To fix some incompatiabilities.
* Fixed issue with some wepaons ignoring shields and armor. More more using your las guns to kill chaos marines...

Update: Oct 30, 2018 @ 2:38am

[Auto-generated text]: Update on 10/30/2018 8:37:56 AM.

V1.91 - Chinese Voice Translation Update
* Updated Voice Translation for Chinese, thanks to VoidVoice.

Update: Oct 19, 2018 @ 1:32am

[Auto-generated text]: Update on 10/19/2018 9:31:45 AM.

V1.9 - V1.0 Release
* Only had to Fix Damage def for custom Bomb damage def, no other incompatiabilities found.