RimWorld

RimWorld

Powerful Faction Bases
 This topic has been pinned, so it's probably important
NilchEi  [developer] Nov 26, 2018 @ 2:35pm
Update Notes
July 15, 2019:
Gave three original factions unique characteristics that further emphasize their distinct defense style.

Tribal Elite Berserkers/Archers always have at least 5 skill level in melee or shooting respectively (Tribe settlements are heavily melee-focused).

Elite Defenders have unique ability to gain multiple implants. Joywire removed from list of eligible implants NPC pawns can spawn with (Outpost settlements have more focus towards straight gunfight).

Pirate bases have unique ability to potentially contain two mortars. (Pirate settlements have more focus towards explosives).

July 12, 2019:
Added functionality for Tribal Elite Berserkers to carry and consume Luciferium. They now have 45% chance of having Luciferium and 90% chance of having Go-Juice available for combat. This modification is intended to compensate for the fact that Tribal faction do not use industrial tech items.

July 11, 2019:
Added Japanese translation by Proxyer.

Experimental: AI units defending a base are allowed to wander 16 tiles (4 more from the original) from the defending area to better catch sneaky first strike. Wander radius rolled back due to minor error.

July 10, 2019:
Altered how the mod increases loot from enemy bases. If base or outpost are defended by pawns worth 4000 points or more, total market value of items within stockpile zones are multiplied by 15. This removes a bug where loot intended for powerful faction bases would appear in occasional outpost storage as well.

NPC base storage are more likely to contain raw resources or manufactured items (40% each). This was done as other possibilities - weapons and apparels - are often less rewarding and difficult to convert into value.

July 9, 2019:
Altered how the mod strengthens enemy bases. Original method was to create low-cost strong enemy defenders in PawnKindDefs.xml to cheat the low cost limit I could not edit at the time; now enemy bases have more cost (4500~5500 per base) to spend for their defenders, and new defender unit types from this mod had their costs increased to match their original counterparts.

The change in methodology increases compatibility with other modded factions, and removes unintended behaviour that caused enemy outposts to be occupied by greater number of enemies (since the original intent of this mod was to restrict greater numbers solely to NPC settlements).

July 7, 2019:
Fixed a bug where number of enemy settlement set from mod settings would reset every time Rimworld restarts.

Default number of NPC bases was reduced from 3 to 2. With mod settings fully functional, this change seemed appropriate since aforementioned number poses more proper challenge for unmodded playthroughs.

March 15, 2019:
Player can adjust number of enemy settlement that spawns in single map via mod settings. This allows one to choose desired difficulty. (Credits to Mehni for helping me make this possible)

March 14, 2019:
Rewards that appear on faction bases are boosted for those who want to tackle them. Each 'stockpile zone' holds market value of 10000 ~ 30000.

Tornado Callers are moved from Pirates faction to Tribal faction; besides making them more thematic, this also significantly weakens their available armor for easier sniping. Their chance of appearance is also lowered.

Slightly reduced enemy number and slightly increased average strength of pawn types: this hopefully alleviates lag problem.

December 22, 2018:
Moved most of mod content from Defs to Patches to reduce likelihood of mod conflict.

Rolled back due to error reports from the userbase.

November 26, 2018:
Balanced defender unit's apparel choices according to their intended tier. (nerf to Mercenary Slasher, buff to Elite Defender and Tribal Berserkers).

Tribal Elite Berserkers carry and use Go-juice. This was done to buff Tribal faction bases which were considerably weaker than the other two.

Elite defenders, elite pirates, and elite archers have decent probability to carry gold as a reward. Removed with March 2019 update.

November 25, 2018:
Removed personal balance change on orbital targeters, since it had nothing to do with faction bases. Also fixed a mistake that caused less high-tier Tribal units to spawn.

November 23, 2018:
Consolidated all new defender units into single PawnKindDefs.xml for greater comptability
Last edited by NilchEi; Jul 16, 2019 @ 4:21pm
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Showing 1-3 of 3 comments
Alekribé Dec 2, 2018 @ 2:45pm 
Hello! Is there non steam version plz ?
NilchEi  [developer] Dec 2, 2018 @ 3:57pm 
https://ufile.io/c9ukj
Just uploaded the file here, moving it to your mod folder should work.
Alekribé Dec 3, 2018 @ 2:16pm 
Love you dude !
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