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报告翻译问题








Fire Arrows & RBM Compatibility: An Explanation
Our fire arrows deliver two forms of damage: Impact Damage (the initial hit) and Burn Damage (damage over time).
Burn Damage (Fully Functional with RBM):
Our damage-over-time (DoT) system is custom-scripted and operates independently of the game's standard damage calculations. RBM's armor model does not and cannot interfere with this system. When a fire arrow hits a target, it will ignite and take burn damage as designed, regardless of whether RBM is installed.
Impact Damage (The Point of Conflict):
The conflict arises from the initial impact damage. RBM's physics-based model relies on properties like missile_speed to calculate damage. We intentionally designed our fire arrows with low missile_speed because their damage is thematic—fire—not kinetic. As a result, RBM's formula treats them as having zero kinetic energy, causing them to inflict "0" damage on impact. This only occurs when RBM is active.
Our Position & A Call for Better Mod Interoperability:
We will not be creating a specific compatibility patch. A mod that fundamentally overhauls core game mechanics, like RBM, has a responsibility to account for assets that fall outside its narrow definitions. It is an unsustainable expectation for every other mod creator to write workarounds for one mod's comprehensive changes.
We have invested months into developing a self-contained camp and crafting system precisely to avoid such conflicts. The logical solution is for RBM to implement a fallback calculation for custom ammunition that doesn't conform to its physics model. This would be a significant step towards better interoperability for the entire modding community.
Until such a change is made, understand that while RBM nullifies the impact damage of our fire arrows, their primary feature—the burning effect and damage over time—remains fully functional.