边缘世界 RimWorld

边缘世界 RimWorld

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Hardened Armor
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Mod, 1.5, 1.6
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7 月 2 日 下午 5:39
7 月 25 日 下午 6:16
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Hardened Armor

在 SirProok 的 1 个合集中
Combat Controlled
4 件物品
描述
Hardened Armor

"You’ve got armor. They’ve got shivs. No excuses."



In RimWorld combat, a bullet to the flak vest shouldn’t leave you bleeding out while raiders loot your fridge.
It should deflect off, make a satisfying clink, and serve to show the attackers how pathetic they really are.

Hardened Armor makes armor hard.

Gone are the days of shivs through cataphract armor.

Now are the times of the cataphracts.



Features:
- Armor Hardening: Serves as a multiplier on existing armor toughness.
- Weapon Hardening: Makes AP matter more. Just because you are hiding in an armor shell does not mean an anti-material rifle cannot still say hello to your innards...
- Control your experience: Use sliders to set custom values to fine tune your experience.
- Compatibility: Uses base game armor values and weapon stats so is compatible with anything designed to be compatible with vanilla Ribaorld.

Built for Ruggedness, Not Bickering

No funny business, no special exceptions — Hardened Armor was written to just work.

All the mod does is redo armor and subsequent damage/body part hit calculations. There should be no conflict with any mod that uses existing armor values in game.

Theoretically, this should be CE compatible, but you may experience some weird interactions and need to tweak the default settings to get your desired pain level playing experience.

It applies to colonists, raiders, animals, mechanoids, and any new horrors other modders dream up.

Check out the verbose logging or the below discussion that goes through the exact math.



It’s not just a fancy armored box.
It’s a functional fancy armored box.



If you enjoy these mods, consider donating to the potato fund! --> https://ko-fi.com/sirprook



Now with 25% less existential dread of lost lungs!
热门讨论 查看全部(1)
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7 月 2 日 下午 5:42
What does this mod do and how does it do it?
SirProok
151 条留言
2Litre 11 月 17 日 上午 12:16 
There seems to be a bug causing amputations to propagate 20K+ damage bruises to the torso. presumably the normal sharp damage inflicted during surgery got converted to blunt? not sure. it's easy to reproduce by adding infections to limbs then ordering amputations
Starlight-Ellie 11 月 9 日 下午 5:06 
So, instead of reducing the damage by half, it recalculates the damage and applies a new value depending on armor?
SirProok  [作者] 9 月 23 日 下午 4:36 
@♥♥♥♥ NUTS You understand my relationship with CE perfectly.
SirProok  [作者] 9 月 23 日 下午 4:35 
@ohluitvaenri Definitely an option. My next mods are going to try and find ways to do fun combat things themed with the different dlc (but not requiring those dlc if possible). I am doing a big solid ponder on how to best implement my next mod. However, I've been working weekends and it'll be a bit before I get some free time again.
DICK NUTS 9 月 20 日 上午 1:45 
your mods are the best as alternative to CE, CE is great but to much for me.
ohluitvaenri 9 月 18 日 下午 6:32 
im not sure this is the right place to suggest, but would it be possible to make a mod where armor% scales with durability? so lower durability = less armor?
SirProok  [作者] 9 月 15 日 下午 3:54 
@o0Zeke0o This *should* work with Yayo's, but you'd want to tweak the settings to adjust for their armor/AP values. Likely set to hard armor preset.

Adjust armor hardening towards 1 and weapon hardening up until you are happy with the results.
o0Zeke0o 9 月 15 日 上午 9:37 
but if there's a mod to edit the global AP let me know