[1.0] Cyberpunk (Nov 5th, 2018)

Started by Darque, May 25, 2017, 02:18:27 AM

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Darque


Overview
The Cyberpunk mod adds elements of the Cyberpunk 2020 RPG game to RimWorld.


  • New guns and melee weapons
  • New armors, helmets and apparel added, many with new graphics.
  • New cybernetic implants added
  • Gun reliability and jamming
  • Visible pants



  Change Notes
  v1.4.1
  -----------
  - Adjusted heat/cold insulation values on apparel

  v1.4
  -----------
  - Updated mod for Rimworld 1.0

  v1.3.2
  -----------
  - Fixed issues with traders not having cybernetic implants
  - Adjusted commonality of some items
  - Various minor bug fixes
   
  1.3.1
  -----------
  - Bug fixes and returned missing nomad weapons

  1.3
  -----------
  - Updated for beta 18
   
  1.2
  -----------
  - Added new apparel items and hats - camo shirts and pants, berets, caps, and balaclavas
  - Added new guns - Militech Renegade cannon, Arasaka WSA pistol, Colt Enforcement 10 pistol, Stolbovoy ST-2 pistol, Militech Dragon Rifle, Militech MK IV Rifle, Stolbovoy ST-5 Rifle, Militech Viper SMG, Mustang Arms ARS-5C SMG, Stolbovoy SSTS SMG
  - Updated color choices on apparel items
  - Fixed some item descriptions
  - Minor graphics tweaks
 
  v1.1
  -----------
  - Scratchers and Rippers damage increased to fix issue where fists were used instead of scratchers
  - Fixed display of weapon reliability text
  - Fixed smeltability of new guns
  - Added craftable nomad weapons
  - Kevlar Vest male back and hulk back graphics update
  - Heavy Leather Jacket graphics update




Cyberpunk Factions
This mod is an addon to my Cyberpunk mod. As such, it will require my Cyberpunk mod to work.

Currently, this mod adds the following Cyberpunk 2020 corps as factions:

  • Arasaka
  • Militech
  • Lazarus
  • IEC
  • Petrochem
  • Sovoil
It also changes tribes to nomads.

Change Notes 
  v1.3.1
  - Adjusted heat/cold insulation values on apparel
  -----------
  v1.3
  -----------
  - Updated for Rimworld 1.0
  v1.2
  -----------
  - Updated for beta 18
  v1.1
  -----------
  - Added new factions - Lazarus, IEC, Petrochem and Sovoil
  - Added faction specific uniform items
  - Added faction icons


I am open to suggestions and if anyone wants to join in, let me know.
Also, if you are interested in helping with graphics (esp armor and apparel), I would appreciate the help.

= POWERED BY =
Harmony 1.0.9.0. Detouring Library.

Downloads
Github
Cyberpunk on Steam
Cyberpunk Factions on Steam

Pepelnica1488


Darque

Quote from: Pepelnica1488 on May 26, 2017, 06:23:28 AM
so disbalanced
To make this criticism constructive...what in the mod specifically do you feel is unbalanced?

SuedKAT

#3
I've tried it out for a little while now and I must say I like it, fits right into the mod collection I currently use. However one thing bothers me, the armor pieces shouldn't be possible to start with, so far I've had quite a few colonists that rolled with the armor and helmets from this mod and that seems a bit wrong, but apart from that great work so far.

Edit: Would also be rather nice to be able to craft the weapons and armors, sure you get quite a bit of them from traders and raiders, but it ain't easy to get a whole set in decent quality.

Morrigi

Most of the weapons in this mod are ludicrously OP compared to just about everything. The mod needs a serious balancing pass.

Darque

A new update to the Cyberpunk as well as the Cyberpunk Factions mod has been release today:
  Cyberpunk v1.2
  -----------
  - Added new apparel items and hats - camo shirts and pants, berets, caps, and balaclavas
  - Added new guns - Militech Renegade cannon, Arasaka WSA pistol, Colt Enforcement 10 pistol, Stolbovoy ST-2 pistol, Militech Dragon Rifle, Militech MK IV Rifle, Stolbovoy ST-5 Rifle, Militech Viper SMG, Mustang Arms ARS-5C SMG, Stolbovoy SSTS SMG
  - Updated color choices on apparel items
  - Fixed some item descriptions
  - Minor graphics tweaks

Cyberpunk Factions v1.1
  -----------
  - Added new factions - Lazarus, IEC, Petrochem and Sovoil
  - Added faction specific uniform items
  - Added faction icons

Darque

I finally got around to updating the mod for beta 18.  Please let me know if anyone encounters any issues with it.

Harry_Dicks

#7
Is this an artifact of a "selection tool/lasso" from an editing program? Will this appear in everyone's game if they use this weapon? Or maybe this only appears with certain backgrounds, specific zoom levels, and/or some other unknown factors? Or has this been addressed and this is just an old screenshot?

I'm very inquisitive :)


Darque

Quote from: Harry_Dicks on February 15, 2018, 08:04:08 AM
Is this an artifact of a "selection tool/lasso" from an editing program? Will this appear in everyone's game if they use this weapon? Or maybe this only appears with certain backgrounds, specific zoom levels, and/or some other unknown factors? Or has this been addressed and this is just an old screenshot?

I'm very inquisitive :)


It is an old screen shot, and has already been fixed in a previous release.

Darque

New update released today!

v1.3.2
    -----------
    Fixed issues with traders not having cybernetic implants
    Adjusted commonality of some items
    Various minor bug fixes

Heni

Darque dont give up, i dont have seen any mod with the same theme as your mod, but i sugest to you to make textures like the vanilla this will be cool!

Darque

New update released today!

v1.4
    -----------
    Updated for Rimworld 1.0

Lyca0n

#12
Love the clear visor helmet designs....Oh I feel like that chainsword should get a real speed/damage penalty due to how ineffective and slow it would be to kill someone but then again the rule of cool is telling me to stfu (The emperor wills it) and enjoy the mod ;D

Darque

Minor update released today:
-----------
v1.4.1
-----------
Adjusted heat/cold insulation values on apparel

Whereiswald0

Any chance of a 1.1 update? What with CP2077 coming out shortly?