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Medieval Times Balance Patch (CE version)
   
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Mod, 1.0
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64.814 KB
21 Feb, 2019 @ 3:42am
2 Mar, 2019 @ 12:19pm
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Medieval Times Balance Patch (CE version)

Description
The purpose of this mod is to balance Medieval Times content for use with Combat Extended, as well as updating some things in Medieval Times that seemed to be relics of previous rimworld versions (such as "neck" no longer being part of the torso bodyPartGroup).

Tons of thanks and credit to the authors of Medieval Times and Combat Extended for their awesome work.


YOUR LOAD ORDER SHOULD BE:
1. Core
2. Medieval Times
3. [1.0] Combat Extended
(This one: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1631756268)
4. Medieval Times + Combat Extended Compatibility Mod
(This one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=975316762)
5. Medieval Times Balance Patch (CE version)

Any other load order will very likely run into errors!!


Complete List of Changes:
1.) All medieval armor ratings reduced by ~30%; nanite and legendary armors reduced by even more. Medieval armor is still very strong overall. Nanite armor is still as tough as legendary quality power armor, and legendary armor still slightly more so.

2.) 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%).

3.) 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.

4.) Head armor: All medieval "full head" helmets changed to have the same accuracy penalty as the bascinet helmet added by CE. "Heavy" medieval helmets are in this category, 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.

5.) Since Nanite enhanced and Legendary weapons do not technically have a "quality", they miss out on the melee armor penetration multiplier granted to high quality weapons in CE. This led to a nanite enhanced weapon frequently performing worse than a non-nanite weapon at excellent or better quality and high durability would, and to legendary weapons often being no better than weapons you can craft yourself. To compensate for this, nanite weapons have been given a base penetration multiplier of 150% (same as legendary quality). Artifact weapons have been given a 180% base multiplier, and legendary ones slightly higher (210% or 240%) depending on rarity - enough to make a critical hit from a legendary sword something even the toughest foe should feel.

6.) Fixed a bug where "Techno Socks" were as heavy and bulky as heavy foot armor instead of using the same weight and bulk as other socks.

7.) Marine armor and helmet can now be infused with nanites at the infinity forge, for the ultimate combination of two kinds of late-game power. Crafting them has an extra high intellect requirement (15) and takes a long time. The marine armor takes 2 vials of nanites.

8.) Most medieval armor items were completely missing a "Heat armor" rating stat. They should all have been given one now, though most are pretty low. Body armors that include a cloak and take up the Shell layer, however, have been given high Heat armor ratings, since they prevent you from wearing an apparel item, like a duster, in the shell layer that could otherwise provide a good Heat armor rating.


Thanks again to the authors of Medieval Times and Combat Extended.
18 Comments
Kestral  [author] 29 Apr, 2020 @ 2:06pm 
@Erde Thanks for the update...I haven't played rimworld in a long time now and don't have the expansion, so I'm not sure if/when I'll get around to updating this patch.
Erde 3 Feb, 2020 @ 1:17am 
Almost forgot, it is based on the same CE patch as the original so implementation should be borderline trivial. I'm getting only a few duplicate xml entry errors when using it instead of the original CE and one other error. Probably works just fine despite the errors, but red text is spoopy so would prefer not having any. Consider switching over if you have the time and motivation. Thanks!
Erde 3 Feb, 2020 @ 1:15am 
Jancomx, there is a new combat extended patch by a different author since the author of the original is awol. If you want to adjust your patch of a patch to their more up to date version, you can find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1581677051
Kestral  [author] 14 Mar, 2019 @ 7:36pm 
Changed the "Medieval Times + Combat Extended Compatibility Mod" required to the original one, which is recently updated with other bug fixes. Make sure you're subscribed to the right one.
Tamias 12 Mar, 2019 @ 5:58pm 
Hey Jancomx, shoot me a message when you get a chance.
SirLalaPyon 2 Mar, 2019 @ 8:17pm 
FINALLY! It's been bugging me for a long time, thanks for the update.
Kestral  [author] 2 Mar, 2019 @ 1:36pm 
Update posted. Damage values unchanged, but penetration multipliers adjusted.
Artifact items: 200% --> 180%
Legendary Items: 200% --> 210%
"Super Legendary" items(Void Hammer, Vidar's Cleaver): 200% --> 240%
SirLalaPyon 1 Mar, 2019 @ 12:36am 
Oh very nice! It's good to know what you will be doing, I'm looking forward to your next patch.
Kestral  [author] 28 Feb, 2019 @ 7:17am 
My current plan is to slightly reduce penetration on (Art) weapons (since they also get a quality multiplier) and slightly increase it on (Leg) weapons. I'm not going to get into modifying individual damage values without a very good reason - there's just much more code involved in that, and I want to keep the mod clean and simple.

Since CE makes rushing into melee combat a very dangerous proposition in general (enemy grenades, weapons that set you on fire, etc), and the indestructible "(Leg)" items from Medieval Times add such a huge amount to your wealth, I do want them to be highly effective when you actually get around to swinging them.
Kestral  [author] 28 Feb, 2019 @ 6:54am 
Update: No changes last night, but I did do some investigating. Currently, quality has a huge impact on melee weapons in CE, since it multiplies both their damage *and* their armor penetration. As noted before, armor penetration also drops as the weapon takes damage from parrying. So in order for a "good" quality artifact weapon with, say, 75% durability not to be total garbage, it's neccessary for a legendary quality one with 100% durability to be totally nuts. The indestructible, "(Leg)", versions of weapons are right now about as good as masterwork quality weapons at 100% durability or legendary quality ones that have been somewhat used. The balance is significantly effected if you're using a mod that lets you repair - I personally don't use such a mod with medieval times, since the eternity forge serves that purpose.