RimWorld

RimWorld

Zeta Reticulans [Player/Hostile Factions]
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Update: 8 Oct, 2020 @ 5:41pm

(!!! I renamed some damage and hediff defs here, I think it'll only cause some red text that can be pushed past and ignored without breaking anything besides erasing existing eye caused damage on pawns. I'm sorry my dudes!!! I think that'll be the extent of it but hopefully you'll find it's worth it)

New / Flavour:
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[-]Combat Extended patch (You filthy animals; In honesty this made me check-out CE for the 1st time, briefly, and it seems very cool. I didn't even know it had reskins for the weapons but they look great)

[-]Managed to hide the freaking outdoors and comfort bars off the UI!.. if you make sure they roll "bio-printed" as a backstory. Only newly spawned zeta will have those two bars hidden. Unfortunately I found a code ~bug/oversight~ in regards to disabling Joy but i've reported it and a dev acknowledged me directly.. listen it's still a great leap forward and no one even had to starve to death. (although there was no promise of changing the code there's at least a hope now)

[-]Added an artisanal visual effect for staring attack hit. (This seriously took me ages to get juust right)

[-]More flavourful, more descriptive info panels for Zeta's eye damages. (Going to really start fleshing out some of my writing and really give people something to world build with)


Balance + Tweaks:
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[-]Lowered base body size (mostly a buff) from 0.8 > 0.76 and base health (bad, duh) from 0.8 > 0.76

[-]Psychic sensitivity boosted 20% from default 1 > 1.2 (i don't have royalty so this ain't balance tested):

[-]Stare attack damage is all sorts of changed, as i've learned a thing or two about hediff since my last pass, way to much to list them all one by one, new attacks should result in far more downing/much less death for organics but heals very slowly and causes extreme rates of infection meaning you should quickly amputate or otherwise use your best healthcare to save the pawn. New eye attack is balanced for high pain and low damage and to lower stats that most mechanicals don't have which means zeta's are at a combat disadvantage (This is to really hit home that mechs do not in fact have organs and thus are to be despised on the whole)

The only way to slow heal without slowing ALL healing, that i found, can lead to limbs reaching 0 without being destroyed (no errors and it'll heal back to full if you stabillize)- the attacks balanced as such that you're likely to never notice this in normal game play though.

[-]"Staring procedure" and "Sub-atomic warping" label and noun changed to "telekinetic radiation"

[-]"Sub-atomic breakdown" name changed to "scalene" (Think sickled cells)

[-]Reticulans now have a strong racial resistance to "scalene", which blunts the worst of the beserk mental break (along with the other tweaks)
+
[-]"scalene" now heals!! Over the course of months-years! Eat shit playerbase!! (to be real this is night and day more forgiving)

[-]Changed head positions to make them less longboi

[-]Zeta pawns should no longer spawn with any humans backstories other than their alien ones when rolling them in non-zeta scenario starts

[-] non-zetas spawned into zeta faction through the dev bar should now have normal human bios

[-]Age generation curve lowered a bit

[-] Replaced simple plasteel helmet with a second advanced plasteel helmet (These are not plasteel if using combat extended)

[-] Lowered fist and teeth attack speed by 0.4 down to 2.4 and eyes from 2 > 2.2

Bug fixes:
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added soundMeleeMiss to eye attack, everything was already set up and ready to go but I forgot to link it to the tool after i linked the hit sound. If using combat expanded -due to how it pulls sound- you still only get the custom hit sound and it's layered onto a blunt sound, the miss sound is just a default blunt sound vOv

Update: 3 Oct, 2020 @ 3:45am

I had to change the mod update date i put in the my mods about.xml description. Seems a minor thing but it could cause a lot of confusion for someone if i left it saying it was the old date.

Update: 3 Oct, 2020 @ 3:28am

New:
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Balance + Tweaks:
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-Increased wanderer being Zeta chance (Chances are a really finicky thing. Slaves and refugees seem to be locked at an even ratio with human/aliens no matter what chance i pick for them. For this type of pawn i had to crank the # up higher than the rest to get them to show up a noticable amount, with the change it's looking like anywhere from 1/15-25 wanderers will be zetas. These drifter Zetas are still a rare event)

-Removed chance of slaves all together (Refugees are mostly from spacepod crashes which makes sense for zetas to come in but slave Zetas being as common as humans/other aliens feels wrong. Slave traders were rare anyway compared to pods crashes and this shouldn't really impact how easy zetas are to get.)

-Lightened/paled faction symbol a bit

Bug fixes:
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Forgot to rename the patch file xpaths for dubs bad hygiene when separating this into a player faction

Update: 28 Sep, 2020 @ 12:33am

Continuing the patch notes from the bundled 1.1 version, these changes are not included in the current 1.1 version.

New:
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Removed weapons and NPC factions for reworking and release in separate mods
Added custom thought mote for sucessfully processing bio-assets
Added custom thought mote for wasting bio-assets
Added custom -more urgent looking- thought mote for sleep disturbed
Stare attack hit & miss sounds added


Balance + Tweaks:
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Comfortable temperature range narrowed from -5c/15c to -5/10c
Added slight colour variation to help tell pawns apart
Roman Numeral last names changed to number strings
Handful of new first names
Slight change in default outfit colour
Refugees and slaves and player colony wanderers should roll as Zeta some amount of the time.
playercolony factions will roll zetas at start a small amount of time
Faction base symbol changed back to solid grey instead of a gradient
New colony optimism duration days lowered 8 > 6, Moodlet increased 10 >12
Royal favor value raised from 1 >5 (Human default 3)
Negative thought "slept outside" increased from -4 > -6
Removed negative thought "NeedSex" for zetas when using RJW (This was updated july 2nd on github as a quick fix for a reported issue)


Bug fixes:
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