RimWorld

RimWorld

Too Many Mods - Compats and Rebalances
Viser 261-270 af 442 forekomster
< 1 ... 25  26  27  28  29 ... 45 >
Opdatering: 18. sep. 2024 kl. 20:38

- Empire warcaskets (hoplites) and Deserter warcaskets now can spawn with Impact bolter (Impact Weaponry) or Warcasket railgun (+VWE - Coilguns)
- Impact bolter (Impact Weaponry + VFEP) doesn’t explicitly have Warcasket weaponry research prerequisite (since it already has Spacer warcasket weaponry prerequisite)

Opdatering: 18. sep. 2024 kl. 18:48

- Added VWE - Laser support for Biocoding patch (weapons from VWE - Quickdraw, VWE - Frontiers were already biocodable)
- Fixed Biocoding patch not making Low-shield pack biocodable

Opdatering: 18. sep. 2024 kl. 17:01

- If trait rebalance is on, Careful shooter, Trigger happy and Deadshot (CT): uses aiming time factor instead of offset

[Equipment rebalances]
- Laser carbine (Glitter Weaponry): cooldown 1.7s -> 2.9s (nerfed further)
- Dropsuit, Strikesuit, Fire support armor/helmet and Close combat armor (Rimsenal) use aiming time factor instead of offset (if equipment rerbalance is on)
- Hazard carapace (Rimsenal): gets -90% flammability
- If Big and Small is loaded, Hazard carapace also gets x0.4 acid damage multiplier
- Swarmer (Rimsenal): gets +8 Shooting accuracy

Opdatering: 18. sep. 2024 kl. 15:17

- Removed Royalty dependency

Opdatering: 18. sep. 2024 kl. 14:52

(see above)

Opdatering: 18. sep. 2024 kl. 8:01

- Warcasket charge blaster and Warcasket charge lance (VFEP) lose Warcasket weaponry research prerequisite (since they also have Spacer warcasket weaponry prerequisite), but get Pulse-charged munitions research as another prerequisite to make.
- If techprint locks is on and Rimsenal Factions is loaded, also adds techprints for gun researches from Impact Weaponry and Phase Weaponry
- Biocoding option will make following weapons biocodable: JI/YP/TE weapons, rocket launchers (VWE), laser weapons (Glitter Weaponry)

[Equipment rebalances]
- Laser carbine (Glitter Weaponry): warmup 0.5 -> 1.0
- Laser handcannon (Glitter Weaponry): cooldown 1.5 -> 0.5
- Laser saber (Glitter Weaponry): armor penetration 80% -> 120%
- Phase shank (Phase Weaponry): cooldown 2.1 -> 1.2
- Phase scalpel (Phase Weaponry): cooldown 2.3 -> 1.0
- Pulse bullet (Pulse Weaponry): damage 18 -> 7 (Pulse suppressor/rifle had 4.2x/3.7x DPSA compared to Charge rifle, albeit with less AP)
- Pulse SMG (Pulse Weaponry): warmup/cooldown 1.15/1.2 -> 0.5/0.6

Opdatering: 18. sep. 2024 kl. 7:43

(see above)

Opdatering: 17. sep. 2024 kl. 4:06

- Smart visor additionally requires Ballistic glass to craft (req: ReBuild)
- If Rimsenal - Spacer Faction Pack is loaded, renames Gunlink research to “Target acquisition”, and changes Smart visor’s research prerequisite to it.
- Fixed Mystic warrior patch

[Equipment rebalances]
- Smart visor (Rimsenal Spacer): gets Melee hit chance +3 and little protection
- If Integrated Implants is loaded, Smart visor also gets Night vision

[Stronger enemies]
- If Rim-Elves and Rimsenal - Core is loaded, Elven blade-guards equip Close combat armor instead of Marine armor

Opdatering: 16. sep. 2024 kl. 15:04

- Warcasket railgun (VFEP + VWEC) now doesn’t explicitly has Warcasket weaponry research prerequisite (since it also has Spacer warcasket weaponry as a prerequisite) (this also prevents buggy text)

- Added Rim-Gnoblin, Rim-Elves to Biocoding patch
- Fixed a red error of Biocoding patch with VFE - Settlers without LoS

Opdatering: 16. sep. 2024 kl. 7:15

- Added Alpha Mythology - Regrowth: Aspen / Boiling compats

- If VRE - Pigskin/Insector or Alpha Genes is loaded, name change option changes “Ate human meat” to “Commited cannibalism” (“Want human meat” thought and “Last human meat: ~ days ago” are also patched.)

- Fast/Slow shooter gene (VRE - Archon) and Firing focus (VPE) uses Ranged cooldown multiplier stat from vanilla instead of Ranged attack speed stat from VEF (since it changes ranged cooldown anyways) (gene descriptions are also changed to clarify that: Firing focus’s decription was already clear in this regard.)

[Gene rebalances]
- If Anomaly is loaded, Heat immunity (AG): Flame damage x0% -> x10%
(so that it won’t completely negate the downside of Metalblood) (also gets Flammability x0% as a stat since it’s now affected by ignition roll upon taking flame damage: although it looks like the carrier can still be set on fire for a short amount of time with or without these changes from what I tested, and I think that’s better.)
- Mystic warrior (B&S): melee damage is now offset, slightly nerfed

(still gives Robust+SMD+Fortified body with less met cost above 225% PS: with VRE - Hussar, non-tough pawns would still have an incentive not to have this gene for more damage reduction)