边缘世界 RimWorld

边缘世界 RimWorld

⚔️ More Balanced Raids 🛡️ 更平衡的袭击
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更新于:8 月 5 日 下午 12:16
作者:zSHOUTEDI

大家好!

这是一个小而重要的更新,旨在解决社区反馈的一个逻辑问题。感谢大家的支持!

Bug修复:针对机械族/昆虫族的战术警报

问题所在: “战术袭击”警报有时会在面对机械族或昆虫族袭击时出现。这会造成困惑,因为特殊变体(如醉酒、瘟疫等)并不会对这些非类人派系生效。

解决方案: Mod的逻辑现已得到改进。现在:

对于机械族和昆虫族袭击,Mod仍会静默调整单位构成以创造更多样化的挑战,但将不再显示战术袭击警报或应用不兼容的变体。

对于类人派系,一切照旧。您仍然会收到完整的战术袭击体验,包括警报和特殊变体。

更新于:7 月 18 日 上午 9:03
作者:zSHOUTEDI

版本 1.2 - 自定义与混乱更新

大家好,

这是一个小而重要的更新,其重点是根据社区的直接反馈,为您提供更多对游戏的控制权!我们已经在为未来规划更大的内容,但我们希望尽快将这些生活质量的改进带给大家。

✨ 新增内容
完全的变种控制!
应大家的要求,我们实现了这个功能!Mod 设置菜单中增加了一个新部分,允许您单独启用或禁用 6 种袭击变种中的每一种。不喜欢瘟疫袭击?关掉它就行了!喜欢纵火小队的混乱?确保它永远是一个选项。您现在可以完全控制您的“混乱菜单”。

新袭击变种:瘾君子!
新的威胁已经出现。请小心由难以预测的瘾君子组成的袭击队。他们中的一些人可能因戒断反应而行动迟缓,而另一些人则危险地不稳定。他们为战场带来了新层次的混乱和不同类型的挑战。

🔮 未来计划
我们正在为未来的更新探索更复杂和更具主题性的想法,包括新的袭击变种和能对您殖民地状况作出反应的更深层次的机制。敬请期待!

一如既往,感谢您的反馈,希望您喜欢这个全新的自定义水平!

更新于:7 月 15 日 下午 10:33
作者:zSHOUTEDI

版本 1.1 - 混乱与控制更新

各位玩家,大家好!

感谢来自 lucky_one 和 ꓤOꓕ∀NƎƎꓭꓭՈꓭ 🙃 等用户的精彩反馈,本次更新完全专注于为 Mod 增加更多的多样性、不可预测性和玩家控制权。我们认真听取了您的建议,以使 RimWorld 的战斗体验更加丰富。

🚀 新增内容
🎲 新增 - 战术袭击几率: 不是每一次袭击都应该是军事战术的教科书!现在,设置菜单中新增了一个“战术袭击几率”滑块(默认:65%),让您可以控制此 Mod 逻辑的应用频率。其余时间,您将面对混乱、不可预测、有时甚至准备得可笑地不充分的原版袭击。

🎭 新增 - 袭击变种系统: 即使是战术袭击也可能出错。我们增加了一个“变种袭击几率”滑块(默认:15%),使每次战术袭击都有机会成为五种独特的混乱情景之一:


🍻 醉酒拾荒者: 一群数量众多但组织混乱的暴徒,部分袭击者会受到酒精的影响。他们的精准度会下降,行为也难以预测。



💔 装备不良的部落: 一群绝望的袭击者,装备已损坏且质量低下。这仍然是一个战术挑战,但最终的战利品价值较低。



☣️ 瘟疫携带者: 部分袭击者是瘟疫的携带者!威胁并不会随着战斗的结束而终结——必须小心处理尸体。



🔥 纵火小队: 部分袭击者将带有“纵火狂”特征,他们会无视理想的战斗战术,一心只想将您的殖民地烧成灰烬。此变种仅适用于工业或更高科技水平的派系。


💉 精英雇佣兵: 一支罕见的精锐小队,通过使用“清醒丸”(Wake-up)兴奋剂强化,带来更快、更致命、更恐怖的遭遇。

🔔

新增 - 游戏内战术警报: 您不再是盲目作战!当您的殖民者成功识别出一次战术袭击时,屏幕上会出现一个特殊的警报,为您提供敌人兵力构成的大致估算。 但请注意,我们的侦察兵可能会犯错,并非每一次战术机动都能在为时已晚前被发现。

⚙️ 修复与改进

UI 优化: Mod 设置菜单中那个令人困惑且无法使用的“复选框”标题已被完全移除,以提供更清晰的体验。


Bug 修复: 修复了即使是原版袭击也会错误地显示战术警报的核心逻辑 Bug。现在,警报已正​​确地仅与成功的战术袭击关联。


代码稳定性: 所有新功能均以稳健且与原版游戏兼容的方式实现,不依赖于任何 DLC 特定内容。

感谢您一直以来的支持和反馈。享受新的混乱吧!

更新于:7 月 14 日 下午 5:54
作者:zSHOUTEDI

More Balanced Raids - Patch Notes v1.1

Este patch foca na expansão do nosso framework, fornecendo melhor documentação para desenvolvedores que desejam criar seus próprios módulos de balanceamento.

✨ New Content for Developers ✨


Added Submod Example (C#) for Developers:




A new text file,

Submod_Exemple( .cs (c# archive)).txt, has been included in the mod's Examples/ folder.




Purpose: This file serves as a comprehensive, step-by-step guide for mod developers on how to create a separate C# submod that integrates with the "More Balanced Raids" framework.




Content: It includes instructions on setting up a new Visual Studio project, adding necessary references (including MoreBalancedRaids.dll itself!), and provides the complete C# code for a custom RaidBalancingTactic class. This example demonstrates how to implement specific balancing rules (e.g., a "melee horde" for tribal factions) in C# that override the core mod's default logic.




Location: You can find this example within your game's mod directory:
:\SteamLibrary\steamapps\workshop\content\294100\3525897161




Note: This file is for developer reference only and is not compiled into the MoreBalancedRaids.dll. It does not affect the game's functionality.



Why this matters:
This addition transforms "More Balanced Raids" into a more accessible platform for modular content. It empowers other modders to easily create "Tactic Packs" with custom balancing rules, allowing for even deeper customization of RimWorld's combat without requiring direct modification of the core mod.

更新于:7 月 14 日 下午 5:19
作者:zSHOUTEDI

Hello, zSHOUTEDI's raiders!

This isn't just an update; it's a complete evolution. More Balanced Raids has been rebuilt from the ground up to be smarter, more dynamic, and infinitely more expandable. We've gone from a single mod to a powerful platform.

🚀 What's New for Players?
✅ Full Settings Menu: You are now in complete control! A new options menu (via HugsLib) allows you to customize all balancing multipliers to fine-tune the tactical experience to your exact liking.

🧠 Dynamic Points-Based Balancing: The default balancing logic now adapts to the size of the raid. Early-game raids will feel like scrappy skirmishes, while massive late-game threats will be composed of more elite, specialized troops.

⚡ Dynamic Hostility Response: The mod is no longer static! Using a new Harmony-based system, it now dynamically balances raids from factions that become hostile during your playthrough (like the Empire).

🎯 Smarter Logic: The pawn categorization logic has been refined to be more accurate, now considering pawn armor in addition to weapons and combat power.

🛠️ What's New for Modders? (The Framework API)
API & Framework Architecture: More Balanced Raids is now a true framework! We've introduced the MoreBalancedRaids.API, which allows other mods to easily hook into our balancing system.

"Tactic Packs": Other modders (or you!) can now create simple C# or XML sub-mods to add new RaidTacticDefs. These can apply unique balancing rules to specific factions, raid strategies, or a combination of both.

Priority System: The framework intelligently searches for the most specific Tactic Pack to apply, with a clear priority system, ensuring maximum compatibility and control for mod authors.

Full Documentation: The C# source code is now fully documented in English to make it easy for other developers to understand and extend the platform.

** technical-changes**
The mod's core logic has been refactored from a DefsLoaded startup script to a dynamic Harmony Prefix patch for maximum compatibility and in-game responsiveness.

Fixed numerous potential API and compilation issues to ensure stability with RimWorld 1.6 and its DLCs.

🔮 What's Next?
With this powerful framework now in place, look forward to official "Tactic Pack" sub-mods, starting with the upcoming [MBR] Tribal Raids Overhaul!

更新于:7 月 14 日 下午 4:44
作者:zSHOUTEDI

Added some documentations in the files to make devs life easier when creating submods. The original mod Remains the same doesn't change any behaviour just the composition of raids. but now submods can and are encouraged to be produced to change some especific faction raids behaviour. feel free to create submods and post on community giving me credits for the core i am excited to see what the community can do with this mod

更新于:7 月 14 日 下午 1:15
作者:zSHOUTEDI

[Auto-generated text]: Update on 7/14/2025 5:15:30 PM.

更新于:7 月 14 日 下午 12:56
作者:zSHOUTEDI

[Auto-generated text]: Initial upload.