RimWorld

RimWorld

681 ratings
Vanilla Combat Reloaded
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
21.115 MB
8 Sep, 2022 @ 1:13pm
13 Jul @ 9:36pm
17 Change Notes ( view )

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Vanilla Combat Reloaded

Description
1.5 update is available. Please test this out with other mods to see if there is any issues.

Have you ever felt armor was too squishy? Or pawn accuracy was ridiculously low for your 20 shooting pawn? Maybe you didn't like how anemic bullets felt. Or got mad that hands and feet are not protected by armor.

If you thought about any of these, then this is the mod for you!

Alright, infomercial over, now to explain what is in this mod and how it works.


Advanced armor:

Armor effectiveness is now adjustable. If your armor stat is above this value after subtracting weapon armor penetration, the armor will block all damage.

Weapon AP is now adjustable. Due to the armor change, you may find your weapons are not as effective as you would expect. Global weapon AP can now be scaled up to ensure your weapons are still effective.


Advanced accuracy:

Weapon accuracy and weather accuracy are now affected by a pawn's shooting stat. The accuracy multiplier is adjusted up for each point of shooting stat a pawn has above the value set in settings. A better shooter should be able to get consistent accuracy out of their weapon and be able to adjust for weather conditions. Now they can.

Missed shot restriction:

The distance of a missed shot is based on how far a target is from the pawn, the angle arc for shots to be fired in, and one of 6 options for the distribution behavior. No more bullets landing behind the pawn firing.

Evasion:

Movement speed based evasion provides pawns with an enemy accuracy debuff based on the current speed of your pawn. Useful for moving pawns between cover.
Options include a minimum speed, a scaling factor, and the option to have advanced accuracy affect the effectiveness of the debuff.

Melee Parrying:

Pawns can now parry attacks based on their facing direction and their melee hit chance. Pawns need to have a weapon equipped to parry and cannot parry if hit from the back. The effectiveness of parrying from the side and front are configurable

Targeting Modes and Flanking:

Inspired by [XND] targeting modes and Battletech, you can now select a target height for your attacks with melee and ranged damage workers. Plus, attacks from the side now only hit parts on the same side, and attacks from the back will only hit torso or central body parts. This allows for careful control of what parts of the body are hit based on the height and facing. (note, gizmo textures are currently placeholder)

Custom Damage Workers:

Bullets now have a custom damage worker that is a composite of the melee stab and cut damage workers. The result is a simulated weapon behavior based on a gun's stopping power.
  • Stopping power below 1 will result in bullet "fragmentation" where multiple body parts are hit in a single shot
  • Stopping power between 1 and 1.5 will have the bullet "pass through" the target injuring all parts hit twice
  • Stopping power above 1.5 will have a "mushrooming" effect with increased damage on the initial target and will not spread to other targets
  • Effects of stopping power are neutralized if the shot is reduced by armor
Arrows now have a custom damage worker that is a composite of melee stab and scratch damage workers.
  • Arrows have a chance to force hit an internal target
  • Hitting an internal target behaves just like vanilla with damage to the internal part and the outside part
  • Hitting an external target will try to pick a nearby external part and deal 2/3 of the total damage to both parts, or full damage to 1 part.

Hands and Feet patch:

Armor that covers arms or legs now cover hands or feet as well. Any apparel that covers just hands or feet are moved to the headgear or eye cover level and can be worn along with any armor that covers the arms or legs. This setting needs a restart to be effective.

Acid is Heat patch:

Changes the Biotech Acid damage def to Heat instead of Sharp damage

Thump is Blunt patch:

Changes the Vanilla Thump damage def to Blunt instead of Sharp damage

Glasses are not Helmets patch:

Glasses can now be worn with helmets that only cover the upper head within the same layer. Previously, this was impossible as they interfered with each other's coverage. This patch should not be necessary soon

Mouth covers Nose patch:

The nose bodypart is now properly protected by the mouth bodypart group.

Proper Mask and Face Coverage

Changes Several Vanilla and DLC items to have coverage that is closer to what they visually or thematically cover, and tweaks their rendering when improved headgear layering is enabled.

Headsets are not Helmets

The gunlink, airwire headset, and integrator headsets can be worn along with a helmet.

Array Headset is Glasses

The array headset now can be worn with upper head equipment, and the mech commander helmet is now considered upper head.

Enable improved headgear layering

Apparel Tweaks to Vanilla layering allowing for face apparel to appear under the head and render in the proper order with other hats.

FAQ:

What if I don't want a feature?
Settings are available for every feature listed

Is this compatible with Yayo's combat or CE?
Although it could be used with Yayo's combat, expect some odd behavior if you activate something covered by both mods at the same time. As for CE, it is unlikely to be compatible as CE changes a lot of what is covered here in a different way.

Do you have ammunition options?
This mod does not add ammo, however there are other mods available that do. The common options are LTS ammunition, yayo's combat ammo, and simple ammunition. I do have an ammo mod in testing at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2953960864

Why does my gun not have the modded behavior?
The damage worker change only affects weapons that use the bullet damage def or inherit from it, if it is a custom damage def, it will not apply. If your weapon has multiple projectiles, it will only use the stopping power of the first projectile since the damage worker can only retrieve the stopping power from the weapon, not the exact projectile.

Why does this mod not seem to do anything?
All settings are disabled by default, I want players to ease themselves into the changes at their own pace.

How do I know if things are working?
There is a new and improved readout page with breakdowns including your weapon's normal and adjusted accuracies, and chances to hit targeted heights

What does this mean for my loadouts? How should I equip my pawns?
I would suggest investing in higher quality armor and weapons.

Credits
Donald: C# and XML patching
Taranchuk: C#
Suvi Dragunova: Cover art
XeoNovaDan: original targeting modes code
Diakon454#8978 and mipe#4008 on Discord: XML Patching
Sandwish and TheCatlover366: Testing and Feedback
Popular Discussions View All (6)
1
17 Jul @ 1:14pm
Support Animal Apparel?
Gamesense0
14
18 Sep, 2024 @ 6:18pm
Future suggestions?
Donk
4
18 Mar, 2023 @ 11:25am
1.4 Beta Errors
ChemFuel | 화연
422 Comments
MajorityOfTheInternet 2 hours ago 
What would be an optimal value to not upset vanilla balance in armor too much while making armor still matter? I am aiming for 75%-90% damage reduction if armor stops sharp damage fully as realistically blunt damage would still go through any armor.
Revlis 22 Jul @ 12:49pm 
any suggestions on companion mods to use with this? it's great that my pawns can hit but having a tribal in a kilt take 20 odd rifle shots to the torso and still get in range to club me is kinda annoying
The Sneakiest Mouse 21 Jul @ 6:58am 
Thank you for your hard work @Donk. This mod is excellent.
Mac 20 Jul @ 10:42am 
Can confirm that the armor calculations are a liiittle borked atm
Suunset 19 Jul @ 12:42pm 
Hi, how do we adjust Weapon AP and Armor Effectiveness?
Depth Charge 19 Jul @ 1:12am 
is this incompatible with use your gun?
Farbott 17 Jul @ 10:01pm 
Hope the beam repeater gets back its piercing property, the anti shield/armor weapon aint doing its job no more :(
Dealer Mangan 17 Jul @ 7:39pm 
This mod is throwing red errors, something related to ticking bullets
水晶哥牌音响 17 Jul @ 6:11am 
Can it be compatible with Animal Apparel: Framework?
Gerewoatle 16 Jul @ 9:58pm 
@june - By default mechs are immune to Heat damage altogether.