RimWorld

RimWorld

Crystalloid
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Update: 20 Apr, 2020 @ 11:45am

Quick patch to fix the damage from the update, shipping with a few balance changes and other fixes I have been working on prior:



Crystalloid V 1.5.1

Changes:

*Fixed crystalloid psycasts not being able to be used


*Weapons
- All psicharge weapons now have some armor penetration, so they aren't useless against mechanoids.

- Psi-shield belts are now non-craftable
- Fixed being able to wear armor with Psi-shield belt
- Slightly ncreased psi-shield max shield health, but lowered recharge rate

- Removed obsolete Friendly Construct faction
- Added texture paths for Crystalloid collective (Although they do not spawn on map)



Known Issues:
- Game informs all skill gains at beginning of crystalloid colony.
- Game notes that crystalloid psionic abilities are illegal to use from the Empire faction, this is not the case.
- Game uses notifications misrepresenting Psionics as Psychic Amplifiers
- Psishield users have annoying side tip
- Entropy gizmo does not show unless pawn gains entropy.

Update: 13 Apr, 2020 @ 6:39am

Crystalloid (1.1 Release) V1.5

Important: Will require Royalty DLC to be error free.
There will be a lite version of the mod in the future, with only the race and minimal other content.

Changes:

*Weapon rebalance
- Damage numbers and armor penetration tweaked across the board
- Reintroduce the heavy lancer, long range armor penetrating sniper
- Annihilation staff now spawns in game...

*Apparel
- Added the psi-shield belt, functions as a slightly weaker shield belt, but units can use ranged weapons with it. Restricts the "shell" slot for armor.

*Collective faction pawn changes
- Faction raid points rebalanced to avoid fighting against high tier units too early
- All pawns now have specific uniforms
- New low tier conscript unit, basic ranged unit
- New mid tier phalanx unit, ranged unit with special shield emitter belt
- New high tier archon unit, upgrade from the phalanx unit, uses the annihilation staff
- Overall average age of pawns is far lower than before
- High tier Crystalloid pawns have better equiptment
- High chance of Death Acidifiers on high tier Crystalloid pawns
- Recruitment harder on high tier Crystalloid pawns, easier on low tier


*Psionic buff rework
- Psionic powers are now finally added
- Abilities known tied to class of psionics
- MANY Abilities added, these abilites can also be granted to and used by Royalty DLC psychic amplifiers
- Nerfed passive buffs
- Greatly increased psionic advancing for Crystalloids living in colony, this means now that in about ~130-100 days of life in colony, they will reach the next class. This does not affect starting class of generated Crystalloids.




Known Issues:
- Game informs all skill gains at beginning of crystalloid colony.
- Game notes that crystalloid psionic abilities are illegal to use from the Empire faction, this is not the case.
- Entropy gizmo does not show unless pawn gains entropy.

Update: 21 Nov, 2019 @ 6:26am

[Auto-generated text]: Update on 11/21/2019 9:26:51 AM.

Update: 20 Nov, 2019 @ 4:47pm

[Auto-generated text]: Update on 11/20/2019 7:47:32 PM.

Update: 8 Sep, 2019 @ 5:50pm

[Auto-generated text]: Update on 9/8/2019 8:50:52 PM.

I've lost my previous patch notes of this iteration because of a hardware failure, there are changes in the mod that are undocumented.

Beyond the loss of documentation, these changes have been added since:

Added <isbad>false</isbad> to psionic buff, preventing healer serum from removing it
Added race specific thoughts for psychic events, for flavor and balance. Weak psionic crystalloids might have lower impact than standard humans.
Fixed duplicate thoughts
Added Tarojun's xml patch to the mod that changes all added surgeries to also include Crystalloid bodyparts as their target. This means Crystalloids should be compatible with mods that add surgeries without anymore further patches

Update: 3 Dec, 2018 @ 8:18pm

[Auto-generated text]: Update on 12/3/2018 11:18:42 PM.

Update: 2 Dec, 2018 @ 9:35am

[Auto-generated text]: Update on 12/2/2018 12:35:10 PM.
Crystalloid V2.03

Notes:
- Constructs can no longer be hunted by animals
- Constructs now have seperate visual organs, this is to prevent dirt attacks from incapacitating them.

- QuasiAscendant now gets half Hunger / Sleep need
- Ascendant's values normalized
- Workspeed buffs for psionics, starts at Class 3 with 5% increase, Class 4 10%, Class 5 20%, Class 6 30%, QuasiAscendant 50%
- Other Small stat changes for Psionic, across the board

- Changed and buffed most backstories

- Lowered Chime ambience volume by 10%

Update: 30 Nov, 2018 @ 3:04pm

[Auto-generated text]: Update on 11/30/2018 6:04:51 PM.
Crystalloid V2.02

Notes:
- Seige Crystals have been tweaked:
-Spawn wave intervals are longer by average
-Seige Crystal structure decays, losing all health by about 1 day.
- Colony Constructs are now player faction (Code was implemented to prevent death notifications)
- Research reorganized and Weapon Research added
- Weapons craftable at maching table
- Seige Crystal event frequency lowered

Update: 25 Nov, 2018 @ 7:24pm

[Auto-generated text]: Update on 11/25/2018 10:24:37 PM.


Crystalloid V2.01

Notes:
- Ascendant hunger reduction changed from -500% to -99%

- Recipies for making Crysteel and Crystalsilk had their work time and resulting product reduced by a factor of 5. Raw crystal to product ratio is not changed.

- Hopefully fixed bugs involving the chime and field scanner

Update: 22 Nov, 2018 @ 11:34am

[Auto-generated text]: Initial upload.