边缘世界 RimWorld

边缘世界 RimWorld

[WH40K]Adeptus Mechanicus: Armoury
Saedriss 2021 年 4 月 2 日 上午 7:42
[Combat Extended] Balance suggestion Spreadsheet
To avoid bloating the CE balance thread I create this discussion thread in order to discuss my recent proposal of weapon and equipement adjustements.

For other suggestions/balance about the CE implementation I would recommend using the pinned official thread.

Here's the link to a work in progress spreadsheet :
https://docs.google.com/spreadsheets/d/1on_ihPLh8XQ7aXyFnsxF-tDzZl7-zvHDE1IG8XxEOfA/edit?usp=sharing

In these suggestions i try to keep the weapon "lore-appropriate" (not necesseraly lore accurate because the lore is a mess) and fit them into the Combat Extended Meta.

Low-tier weapons are balanced against Mid to Late Industrial Tech
Mid-Tier weapons are balanced against Spacer Tech
High-Tier weapons are intended to be above vanilla Spacer Tech.

I am currently mostly done with the Imperial/Chaos equipement and will start the Orks next.

Feel free to use this discussion to give feedback.
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Saedriss 2021 年 4 月 4 日 上午 6:06 
Imperial and Ork done.

After examining the way CE calculates damages I went around and adjusted MPa penetration and protection.
This will reduce a bit of the damage getting through armor in the form of blunt impact when deflected.

With the previous values a pawn shot by a bolt would still take 12 blunt damage even if his armor stopped it entirely. With the new values it will be about 6.

However I kept a relatively high MPa penetration on Ork weaponry because I like the idea of their weapon not penetrating but smashing the target with such force that it doesn't matter that much.

However this will need real testing at some point.
最后由 Saedriss 编辑于; 2021 年 4 月 4 日 上午 6:07
Saedriss 2021 年 4 月 7 日 上午 9:54 
Added Most of Eldar Equipement.
Going back over Imperial and Ork equipement to add FireModes and RPM.

However I'm quite hesitant about the Eldar Rune Armor.
It is supposed to offer a protection that scales with the psyker level of the wearer.

We have psylink levels, but I'm not sure it would be possible to use it to multiply some king of defense buff (like a shield, or a straight armor bonus)
Ogliss  [开发者] 2021 年 4 月 7 日 上午 10:48 
Currently it functions as a shield thats HP is based on the psylink level(if royalty is loaded) Or psychic sensitivity(if royalty is Not loaded)
Saedriss 2021 年 4 月 7 日 上午 11:19 
引用自 Ogliss
Currently it functions as a shield thats HP is based on the psylink level(if royalty is loaded) Or psychic sensitivity(if royalty is Not loaded)
This sounds perfect !
Saedriss 2021 年 4 月 8 日 上午 1:43 
Also, I've noticed that "Laser" damage tended to cause secondary "lasblast" damage.
Are there any other special type of damage ?
I would help me balance the damage values.
Ogliss  [开发者] 2021 年 4 月 8 日 上午 2:32 
the 'laser' damagedef is just a clone of the vanilla bullet damagedef with a different name/hediffdef wounds, though iirc they dont cause bleeding

there are quite a few custom damage types in the mod, too many for me to recall offhand, some have specific effects tied to them, others are purely cosmetic, just more lore flavoured versions for the weapon
Ogliss  [开发者] 2021 年 4 月 19 日 上午 2:26 
just as an FYI, the first wave of these changes (Imperial, Ad Mech and Chaos) have been rolled out onto the github branch(Along with new laser code which could use some testing in CE)

ive added 3 new patchoperations to make CE conversion a simpler affair.

if you decide to give it a bash, please use the github versions of any of the submods you use aswell (mixing the steam and github versions currently will throw errors since they are Way outta sync)
最后由 Ogliss 编辑于; 2021 年 4 月 19 日 上午 2:28
Saedriss 2021 年 4 月 19 日 上午 4:19 
I'll give it a try in the next few days and see how it feels.
AlphaAmpersandOmega 2021 年 5 月 19 日 上午 6:53 
@Ogliss Any plans to roll out the new CE patch? Thanks!
Ogliss  [开发者] 2021 年 5 月 26 日 下午 1:31 
@AlphaAmpersandOmega
its on the github version of the mod if your impatient, just backup your save before trying it
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