边缘世界 RimWorld

边缘世界 RimWorld

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Weapon Enhancement Pack 1.1
   
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Mod, 1.1
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11.168 MB
2018 年 12 月 25 日 下午 1:06
2020 年 6 月 7 日 下午 5:20
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Weapon Enhancement Pack 1.1

描述
The Weapon Enhancement Pack increases weapon diversity of combat while maintaining the rugged Rimworld feeling found in the vanilla game.

Having played many games of Rimworld I have found aspects of the base game are far too limited including weapon variety, defences, and useful drugs. Therefore in this mod many items have been added or rebalanced to fit a unique roll with no specific item being the best for every situation.

Miscellaneous Changes:
Wooden logs can now be thrown to start fires.
Balanced so every weapon has a unique place in the weapon sandbox.
Increase weapon sell price factor from 0.2 to 0.5 making them worth selling rather than scrapping.
Psychic foil helmets are now craftable at the fabrication bench after advanced fabrication research.
Adjusted armour calculations to make damage less random.
Mortars are now roughly twice as accurate.
Objects built from a single item can now drop resources.
Surgical failures now bypass armour.
Penoxycyline now increases the user’s immunity gain speed instead of preventing diseases. This makes it a valuable tool to fight common infections as well as other ailments not normally affected by the pills.
Glitterworld medicine can heal both immediate and permanent injuries reducing the need for healing serums. This is intended to make such medicines a much more relevant and valuable commodity.


Weapon Groups:
Pistols: Includes target pistols, autopistols, handcannons and assault pistols. While pistols are not particularly effective weapons due to their very short range, they do not slow down the colonists carrying them and cost much less to produce than more complicated weapons.

Defence Weapons: Includes carbines, PDW’s, SMG’s, and shotguns. Defence weapons have limited range but short cooldowns making them extremely effective at combat within the confines of bases. Additionally defence weapons fall below the light weapon threshold for RunAndGun making them extremely useful for fighting mobile battles.

Assault Weapons: Includes battle rifles, assault rifles, autorifles, and LMG’s. While very similar to defence weapons they have much longer maximum ranges, but are also slower to fire and are heavier slowing down the user. These weapons are better used in wide open areas.

Special Weapons: Includes sniper rifles, parade rifles, flame throwers, and assault cannons. Each of these weapons fills a small but important niche making them somewhat situational but very effective when used under the right circumstances.

Charge Weapons: Includes charge lances, rifles, blasters, and cannons. Charge weapons typically deal about twice as much damage as their typical non space counterparts, however they are slower to fire and have a shorter maximum range.

Explosives: Includes concussion, fragmentation, plasma, and incendiary explosives. These can take the form of grenades or craftable single use launchers.

Tribal Weapons: Includes great bows, recurve bows, short bows, and throwing spears. Like pistols tribal weapons do not slow down the wielder, but they are not as powerful as most industrial weapons.

Melee & Power Weapons: The majority of melee weapons have been retained from the vanilla game but power weapons have been added as a late game counterpart similar to charge weapons.

Utility Weapons: Includes cans of napalm, fire extinguishers, stun pistols, flare guns, and storm launchers. These are unusual items which are typically used as tools, though when applied correctly each can work effectively as part of a coordinated defence.

Each weapon is found in three skins which are equivalent for the purposes of gameplay but really help to add more flavor to the game. No longer with every band of raiders across the Rimworld show up to attack your fledgling colony armed with the exact same 5 or 6 identical weapons.

Apparel Changes:
Flak jackets and pants can now be made from all types of leather and textiles.
Flack vests no longer require cloth and can be made from all metal materials.
Added new formal suits and hats. Each suit provides its own unique benefit to the wearer.
Added gas masks to help deal with toxic fallout events.
Added Advanced Shield belts which allow the user to wield ranged weapons as a potential reward item.
Shield belts worn by corpses now give colonists the Tainted apparel mood debuff.

New Defences:
A cannon which acts much like the vanilla Rimworld mortar, however it is more accurate but takes far longer to aim and reload.

High velocity shells which can be fired out of either mortars or cannons. While these shells fly much faster than standard mortar shells, they cannot pass over obstacles meaning the shooter must have a direct line of sight to their target.

Proximity shells which do not detonate upon landing, instead they detonate when stepped on by enemies much like IED traps.

Concussion shells which deal twice as much damage as regular high explosive shells, but have a smaller blast radius.

Micro turrets are small turrets which can either be deployed independently or, when constructed into a mortar shell, fired into enemy groups to disrupt their activities.

Chemfuel puddles and fire hay which are highly flammable allowing fire to be used more effectively as part of a coordinated colonies defences.

Additional turrets including manned variants which fire twice as often as automated ones and do not require electricity to function.

New Drugs:
Depprasine: Antidepressants which reduce the users break threshold but can become addictive.

Down root: Numbs the user to reduce pain.

Fury: Sends the user into a berserk rage and multiplies their combat effectiveness massively.

Redline: A powerful stimulant which while not addictive, can lead to heart failure if used frequently.

Rejuve: A less deadly variety of luciferium. Rejuve is not additive and can heal permanent injuries but greatly increases the pain a person is feeling.

Sedanine: Sedanine makes the users rest factor fall quickly to keep them sleeping when working through addictions or other mental trauma. While less effective than pyralium, sedanine does not have a chance to cause heart attacks.

Thwartum: works like the vanilla penoxycyline. Thwartum is no longer craftable but can be bought from merchants.

Compatibility:
This mod replaces all the vanilla Rimworld weapons and their associated research. As such, other mods which also affect those item or research entries may interact strangely with this mod.

Note:
This mod follows my personal taste and may not be for everyone.


3 条留言
test 2020 年 8 月 12 日 上午 10:48 
12
DarkArtistryNKP 2020 年 6 月 22 日 下午 9:58 
So to be honest i'm not sure if it's this mod or a different weapon mod. But i think this changes the vanilla weapons for tribal have a different and possibly locked recipe thus disallowing modded material sources.
Sir Lagsalot 2020 年 6 月 7 日 上午 7:14 
1.1 update?