RimWorld
WVC - Xenotypes and Genes
Se afișează 141-150 din 203 intrări
< 1 ... 13  14  15  16  17 ... 21 >
Actualizare: 25 apr. 2023 @ 11:09

- Added an optional fix for the "Ageless" gene. Which does not allow pawns to be generated over 18.

Actualizare: 23 apr. 2023 @ 23:13

- Added 2 genes that increase the maximum number of golems.
- Golems can now be controlled by any mechanitor.
- Significantly reduced golem armor
- Added a new meme and precepts dedicated to golems. (Ideology only)
- Added Golem Specialist role. (Ideology only)

Actualizare: 22 apr. 2023 @ 11:51

- Reduced the chance of xenotype runeex spawning in raids.
- Added support for "WVC - Work Modes"
- The maximum number of golems can be increased by building Shrines. (Royalty only)

Actualizare: 21 apr. 2023 @ 11:05

- Expanded golem mechanics. Now there can be a limited number of golems of the same type at the same time. The rest will die.
* Checking the number of golems is triggered every 5 days

Actualizare: 21 apr. 2023 @ 0:03

- Removed git junk

Actualizare: 21 apr. 2023 @ 0:02

- Fixed golems work speed

Actualizare: 20 apr. 2023 @ 18:15

The update is partially incompatible with old saves. A new game is recommended.
- Removed several Harmony patches for optimization purposes.
- Mecha-clotting now also heals wounds. (Only for new saves)
- Mechaskin no longer grants the hunger debuff. And gives it only from time to time. (Only for new saves)
- Nodeskin gene carriers now have a small chance of getting a permanent mechlink or psylink. (Only for new saves)
- Genes from the "Encoding" tab are now invisible by default. Switchable in settings.
- Removed several tabs with genes. Genes are distributed between vanilla tabs.

- Added new skin - Runeskin.
- Added a gene that allows you to summon stone mechanoids! Now the mechanitor can be a savage from the tribe, and not just a ultra scientist.
* Also added several new mechanoids stylized as constructs from VPE
- Added 2 new xenotypes.
* Throwex - mecha-pawn that spawn genepacks
* Runeex - tribal mechanitor
- Now xenotypes from the mod will spawn in all factions in which xenotypes are allowed.
- Changed starting scenarios.
* Rogkinds no longer have a separate scenario
* All mecha xenotypes share the same scenario
* Added junkyard as starting structure. (Ideology only)
* Added new scenario "Child of the stars". Tribal mechanitor start.
- Fixed minor typos and added additional prefixes and suffixes to some genes.
- Added "sleepy stomach" gene. This gene significantly increases the need for sleep, but also significantly reduces the need for food.

Old version[github.com]

Actualizare: 17 apr. 2023 @ 14:22

- Added an option to make it so that animals cannot hunt for mechaskin pawns.
- Changed the "Restless" gene, now it does not reduce global work speed, but does not allow the pawn to do skilled work.
- Fixed the mecha-network gene.

Old version[github.com]

Actualizare: 12 apr. 2023 @ 6:46

- Genepack throwing genes rebalanced. Now, if there are several, one is selected.
- Added a gene that disable throwing genes.
- Added an experimental fix for displaying eyes on nodeskins. There should no longer be visual conflicts with implants or eye genes.

Old version[github.com]

Actualizare: 10 apr. 2023 @ 23:25

- "mecha subcore" is now called "memory subcore"
- The sub-core logic has been reworked, now it is enough to have one of the sub-core genes for a pawn to be considered sub-cored
- Removed prerequisite all genes. Gene cost and bonuses have been rebalanced with this in mind.
- Subcore genes are slightly buffed.
- Adjusted spawn chances in genepacks. Now in vanilla packs, genes from the mod will spawn much less frequently.
- Eye colors no longer spawn in genepacks.
- Added annotation for genes that don't spawn in genepacks.

Old version[github.com]