RimWorld

RimWorld

Star Wars KotOR Weapons and Armor
Showing 11-20 of 50 entries
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Update: 20 Apr @ 11:59am

[Auto-generated text]: Update on 4/20/2025 11:58:50 AM.

Update: 19 Apr @ 3:02pm

[Auto-generated text]: Update on 4/19/2025 3:02:04 PM.
- a bunch of minor tweaks probably
- added a parent TradeTag to basically every item in the mod project to ensure vanilla traders will buy this mod's items

Update: 25 Feb @ 9:48am

[Auto-generated text]: Update on 2/25/2025 9:48:02 AM.

- fixed implant item slots

Update: 19 Feb @ 5:42pm

[Auto-generated text]: Update on 2/19/2025 5:42:28 PM.

Update: 7 Feb @ 4:18pm

[Auto-generated text]: Update on 2/7/2025 4:18:15 PM.
- replaced all AthenaFramework references with EBSG Framework
- the only portion of code from Athena that wasn't replaced with EBSG was the damage multiplier stuff, since EBSG implements it differently and I don't feel like updating everything right now (nor do I know if it's possible to adapt the multiplier-givers I was using to the new system)

Update: 29 Dec, 2024 @ 5:45am

[Auto-generated text]: Update on 12/29/2024 5:41:44 AM.

Update: 19 Dec, 2024 @ 12:45pm

[Auto-generated text]: Update on 12/19/2024 12:42:11 PM.

- added link to the new Github page in About.xml

Update: 8 Dec, 2024 @ 1:38pm

[Auto-generated text]: Update on 12/8/2024 1:38:12 PM.
- high-end belts and gloves have gone on sale! (I lowered the marketvalue)

Update: 5 Dec, 2024 @ 9:45pm

[Auto-generated text]: Update on 12/5/2024 9:44:15 PM.

maintenance update for KotOR Factions

- added Republic Officer Uniform, Sith Commando Armor, Sith Marauder Armor, Gamorrean Leathers, and the Gamorrean Arg'garok axe!
- tweaked the handles on the Vibroaxe and Electrostaff textures to be thicker because they were weirdly thin compared to the other melee weapons and it was bugging me
- hero PawnKind files have been moved to KotOR Factions. I'm just now realizing this may break some saves until that mod goes live. oops.

Update: 21 Sep, 2024 @ 1:28am

[Auto-generated text]: Update on 9/21/2024 1:27:58 AM. - ACCESSORY UPDATE

- an all new apparel type has been added: Accessories! this new category includes things like suspender rigs, bandoliers, ponchos, and backpacks! suspenders, bandoliers, and backpacks all increase a pawn's carrying capacity (on top of other bonuses), while ponchos provide 25 degrees of heat protection and increase the HuntingStealth stat! backpacks are equipped to the same slot as jetpacks, while all others are equipped to the same slot as the vanilla cape, meaning they can be worn over all pieces of armor added by this mod!
- also be sure to check out the Throwing Knife Bandolier! this grenade belt-like accessory holds three knives that can quickly be thrown at a target, and can be reloaded with Durasteel!

- another new apparel type has been added: Robes! these occupy the same slots as Light and Medium Battle Armor, but trade high armor stats for high protection from heat and cold. they can also be upgraded with the same Underlay items that Jedi and Sith tunics can!

- a third new apparel type has been added: Jackets/Vests! these occupy the same slots as Combat and Military Suits, but trade armor stats for various stat bonuses. they can also be upgraded with the standard Underlay item pool!

- additional new apparel has been addded in preparation for the KotOR Faction mod, notably the Masked Uniform Cap and Military Helmet!

- one new weapon has been added: the Rocket Rifle! this shoots a slow burst of rockets with damage equal to the Seeker Missile Launcher from the droids mod, but does not need to be reloaded! to help counter this powerful weapon, "bomb" damage and KotOR frag grenade damage have both been added to the list of "kinetic" damage types blocked by the melee shields!

- two new hero pawnkinds have been added: Mission Vao & Zaalbar, as well as one new villain pawnkind: Hanharr! unfortunately, it seems the long lifespan genes that wookiees have do not quite work as I want them to, so I've had to set the age of both wookiees to the probably-inaccurate age of 39.
- a new variant of the Canderous Ordo pawnkind has been added based on his appearance as an Exchange mercenary during the events of KotOR 1! this pawnkind is geared more towards ranged combat, while the 'Mandalore' version now slightly leans more towards melee combat. 'mercenary' Canderous is now available in the dark side starting scenario!
- additionally, all new pawnkinds as well as Canderous, Handmaiden, Yuthura, and Darth Malak will now generate with an implant upgrade item in their inventory!
- note: the def names of all Force-using pawnkinds were changed for backend reasons. if you experience any new bugs involving those pawns, this may be why
- I have heard player's requests for some feature to gain the hero characters during the course of a playthrough, and while I don't have anything to offer right now, I promise I will try to think of some clever way to add this during development of or after I've finished the KotOR Factions mod

- description hyperlinks - everything that gives a hediff that I could think of across all of my mods now has that hediff linked in the description. this includes shields, cloaking devices, implants, droid upgrades, ion/sonic/electric weapons, medpacs, stims, and gene abilities. it should be noted that for things like the damage effects and shield hediffs, the information provided still isn't that much, and I'd have to manually write out the effects of each of them in the description. BUT, this is still incredibly helpful when trying to figure out what the implants, stat-boosting belts, and droid upgrades do at a quick glance since those modifiers are listed!

- an optional patch when running EBSG Framework has been added which adjusts the effects of the four "Skill" implants to actually increase a pawn's skill levels (instead of just giving a bunch of little stat modifiers). while this may seem like a random addition, I am working on a secret new mod that will make use of other features in this framework, so stay tuned!

- the stealth abilities from the stealth field generators have been tweaked, entering stealth mode now incurs a 50% movement speed reduction. other improved versions of this ability, such as the new Defel xenotype's "light absorption" ability will not have this penalty

- minor changes: the GenoHaradan blaster pistol has been given a new sound effect, the Hapan power shield has been renamed to the "Gree hypershield" for better lore accuracy