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Medieval Times Balance Patch
   
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Mod, 1.0
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74.445 KB
25 Feb, 2019 @ 7:44pm
2 Mar, 2019 @ 10:36am
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Medieval Times Balance Patch

Description
The purpose of this mod is to make a few small updates to Medieval Times content for 1.0.

Credit to the author of Medieval Times their incredible work!

Load this after Medieval Times.

Complete List of Changes:

1.) All movement modifications on medieval items updated to be close to the original intent in their item descriptions (so boots that say "8% movement speed" now give 0.32 c/s of movement speed, which is about 8% for the average pawn instead of 0.08 c/s, which is only about 2%).

2.) Body Armor: "Heavy" medieval armor now also covers the neck, meaning that a fully armored knight in heavy armor is, in fact, fully armored. The movement penalty for heavy armor is increased to 0.9 c/s, slightly more than the "20%" in its original description. "Light" medieval armor does not cover the neck, and has its default move penalty set to 0.4 c/s, slightly less than its original 12% description. Nanite enhanced armor is treated as "Heavy", and Artifact / Legendary armor covers the neck while also having only a 0.4 c/s movement penalty.

3.) Head armor: All medieval "Heavy" helmets have been given an accuracy penalty, while "Light" medieval helmets (worn by archers) no longer cover the full head. Nanite enhanced helmets are treated as "Heavy" and Artifact / Legendary helmets cover the full head without an accuracy penalty.

4.) Marine armor and helmet can now be infused with nanites at the infinity forge. It's supposed to be an alternative to the legendary armor added in CE, so unlike regular power armor it covers the hands and feet and has a few other benefits, such as reduced toxic sensitivity.

5.) Made melle combat less luck-based by reducing weapon damage and increasing attack speed of weapons. Weapons have the same DPS as before, but armor has more chances to activate and there are fewer 1-hit dismemberments.


You can find the CE version here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1662288023

18 Comments
James Stone 17 Jan, 2020 @ 9:19am 
Additionally, could you make integrate patches for popular mods like Vanilla Armors Expanded so they can also be used in the Eternity Forge?
James Stone 17 Jan, 2020 @ 3:51am 
This is pretty sweet. Do you think you could nerf a bit some of the costs and/or values of some of the more insane armor in Medieval Times? Some armors offer way too much resistance when compared to industrial stuff of the same class.
Spaz 25 Nov, 2019 @ 8:38pm 
I gotta agree with stormie. the full plate helmets debuff to aiming time and accuracy is insanely high in comparison to how small of an actual armor bonus it gives over the plated head wrap just a teir below it.
Lanthrudar 3 Aug, 2019 @ 8:58pm 
@jancomx Thanks for the reply. :) I found another mod that allows tweaking of how the game reads gear and base value for raids and it's alleviated the issue for me.
Kestral  [author] 10 Jul, 2019 @ 7:02pm 
I think the melee hit chance thing might be a carryover from the CE version...I'll check it out.

I'm not sure about reducing item values. I assume you're talking about the indestructible and very high-stated legendary and nanite-enhanced stuff...because its *indestructible*, and also the best equipment in the game (barring other mods) I feel like the very high price is justified. Being indestructible is just such a huge deal for armor. If it were cheaper it would have to be unavailable from traders at the very least, and I think not everyone would prefer it that way. Raids grow linearly with colony value, not exponentially, and not every colonist needs indestructible, legendary gear. It may be a good idea to reduce the value of artifact items that are not indestructible though...being limited by durability and hard to find (especially at high quality levels) is enough of a drawback in that case.
Lanthrudar 16 Jun, 2019 @ 9:23am 
@jancomx Would it be possible to reduce the value of the armors and things to be closer inline with vanilla? Someone had a post about things being way overpriced and causing an upward value spiral that can make raids exponentially increase. I get selling the stuff for nanite vials but bringing things inline might help.
Stormie 7 Jun, 2019 @ 6:40am 
Not sure if it's intended but in my game, the helmets show a value of -200% for Melee Chance, which is quite a huge debuff I guess? I checked the xml and this is the change:
<MeleeHitChance>-2</MeleeHitChance>
Brianna The Brave 3 Jun, 2019 @ 5:01pm 
Incredible, thanks for the hard work
Ohrendude 6 Mar, 2019 @ 10:38am 
Thanks for the response, wasn't sure if this would be an easy fix like the neck, seems to be way more indepht/complicated though. Thanks for the response anyway!
ffialek 5 Mar, 2019 @ 3:40pm 
The dismemberment in my colony dropped a lot, thanks!