RimWorld
Too Many Mods - Compats and Rebalances
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Actualizare: 18 sept. 2024 @ 20:53

- Empire warcaskets (hoplites) and Deserter warcaskets now can spawn with Warcasket plasmasword (I've forgotten it's revived now.)

Actualizare: 18 sept. 2024 @ 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)

Actualizare: 18 sept. 2024 @ 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

Actualizare: 18 sept. 2024 @ 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

Actualizare: 18 sept. 2024 @ 15:17

- Removed Royalty dependency

Actualizare: 18 sept. 2024 @ 14:52

(see above)

Actualizare: 18 sept. 2024 @ 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

Actualizare: 18 sept. 2024 @ 7:43

(see above)

Actualizare: 17 sept. 2024 @ 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

Actualizare: 16 sept. 2024 @ 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