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Releases: rheirman/WhatTheHack

v1.1.2

13 Nov 15:14
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  • Fixed rogue AI being able to target mannable turrets with both hostile and friendly attempts to control them, which didn't have any effect.
  • Fixed temporarily mechs (hacked by the Rogue AI) being able to participate in caravans.
  • Removed several debugging messages I forgot to remove.

v1.1.1

12 Nov 20:39
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  • Fixed mechanoid beacon not requiring power.

v1.1.0

12 Nov 19:18
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Main additions

  • A Rogue AI;. This advanced AI based on mechanoid technology can be built if you've gathered enough hive data. More on this AI and about hive data below.
  • A hiveship hacking facility. The Rogue AI, always craving for data, can use this facility to hack a ship from the mechanoid hive orbiting the planet. With the knowledge it found on such ships, the AI can develop a consciousness, after which it can learn powerful hacking-related abilities!
  • Hacking a hiveship takes multiple days, and will draw a lot of unwanted attention from mechanoids.
  • You can level up your Rogue AI after it developed a consciousness by feeding it with data. By doing so, it will become more powerful and learn new powerful abilities. Abilities it can also use against you if its in a bad mood.
  • A rogue AI with a consciousness has a personality of its own. It will shower you with wisdom, change its appearance corresponding to its mood, and look at you..
  • The long range mineral scanners can now be tuned to find sites on the world with a high concentration of mechanoid parts (with the appropriate research done). Of course these parts won't just be lying around. When looking for malicious data, these sites are often a good place to visit.
  • A random world quest "roaming mechanoids" is added. Doing it is a nice way to get some extra mechanoid parts.
  • You can extract human brain data from live human brains as an additional way to feed your Rogue AI. Smarter colonists yield more data. The downside of this is that doing it will completely destroy the brain of the patient.

Small additions and tweaks

  • Crashed ship parts will now yield a small amount of hive data.
  • Hive data can be bought at exotic goods dealers.
  • Lowered power drain of mounted turrets.
  • Lowered some research costs.
  • Modified mech part drop rate.
  • Increased mass capacity of centipedes.
  • Added russian translations (by Paladin)
  • Updated several translations.
  • Many more fixes and tweaks I forgot to mention.

v1.0.2

19 Oct 13:39
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  • Fixed conflict between spawning mechanic of What the Hack and Giddy-up, causing hacked mechs and mounts to exclude each other.
  • Fixed error thrown when pawns don't have any job.
  • Fixed mechanoid platform being a bench instead of a building, and showing an interaction spot in the form of a chair as a consequence.

v1.0.1

18 Oct 18:54
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  • Temporary fix for crashing issue happening when enemy raids arrive.

v1.0.0

18 Oct 08:20
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  • Updated for Rimworld 1.0
  • Added portable disassembly bench (sprite by Madman666, thanks for your contribution :) )
  • Added polish translations (by Gt.zgame.pl)

v0.19.8

28 Sep 08:02
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  • Added long cooldown (up to a quadrum) to the "induce emergency signal" operation to make it more vanilla friendly and balanced.
  • Added Korean translations (by Hungry Ramen).

v0.19.7

27 Sep 18:26
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  • It'll take much more time until the mechanoid raid arrives after an emergency signal is transmitted. The time it takes is now hard to predict for players to prevent exploits.
  • An alert will show when A mechanoid raid caused by an emergency signal is incoming.
  • Your colonists can only start the "induce emergency signal" if no mechanoids are already attracted by a previous signal.
  • Capped success chance of "induce emergency signal" to 50% at maximum.

v0.19.6

27 Sep 09:08
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  • New operation called "induce emergency signal" is added, its description: the colonist deliberately tries to trigger a self-defense mechanism in the mechanoid that transmits an emergency signal to nearby mechanoids when activated, attracting them. This is a good way of getting some extra mechanoid parts, but also a good way to get your base blown up. Make sure to research "attracting mechanoids" first.
  • Many new mod options to tweak the balance are added, and the options are redesigned.
  • When an operation on a mechanoid fails, you'll see what the chance of success was now.
  • The default drop rate of mechanoid parts is increased slightly for all difficulty levels.

v0.19.5

21 Sep 21:04
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  • Support for Giddy-up! Mechanoids (new mod in the Giddy-up! series).
  • Adjusted drop chance of mechanoid chips and parts to difficulty level.
    basebuilder: 2x
    easy: 1.5x
    medium: 1.35x
    rough: 1.2x
    hard: 1.1x
    extreme: 1.0x
  • Mechanoids now revert to their reactor when the hacking breaks. No longer you can drain their battery when you're running out of parts! You can however store them in cryptosleep caskets.