RimWorld

RimWorld

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Hunterphage - Equipment Only
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
56.456 MB
18 Feb @ 12:41pm
21 Jun @ 5:37am
9 Change Notes ( view )

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Hunterphage - Equipment Only

In 4 collections by JoeOwnage
Joe's 1.5 Medieval Fantasy Add-On
94 items
Joe's 1.5 Medieval Fantasy Modlist (Playtested)
507 items
Joe's 1.5 Unofficial Ferny Progression (Playtested)
932 items
Joe 1.6 Medieval Fantasy WIP
371 items
Description
[ko-fi.com]

Background
Based on BlackMarket420's mod. All art assets and ideas belong to them. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3030775138

I have always felt that there is a weird gap between the end of the Medieval tech level and jumping into Industrial with autopistols and electricity. I thought that the content of this mod would make a nice transitional addition if you are going for a progression or generations style playthrough.

Description
This mod carves out Hunterphage Equipment from the rest of BlackMarket420's mod. Some applicable things are now available in Medieval Tech Level. Hunter workbench is now found under Production category.

I have spent some time trying to rebalance this content. Any feedback is appreciated. Here is my spreadsheet with the new weapon values and whatnot: https://drive.google.com/drive/folders/1fdjORxsnhstaxFlf4iZggwbFZtNCz-At?usp=drive_link
(this is probably out of date as of 1.6)

I included a patch for Medieval Overhaul which makes the firearms that are available in Medieval fall into MO's research tree after gunpowder.

Updates
I have incorporated the changes made by Exosais in Hunterphage Weaponry Dissemination. Thanks Exosais, I appreciate your contributions!

















36 Comments
Exosais  [author] 22 Jun @ 5:26am 
Ok. I added you back
JoeOwnage  [author] 21 Jun @ 3:13pm 
Yes its like a middle ground between medieval and industrial
Vivian Iolani 21 Jun @ 12:58pm 
Does this mod interfere with vanilla research? When I used it in 1.5 along with most of the Vanilla Enhanced mods, I had to make a lot of extra steps to get the vanilla Turret tech.
lucky_one 🍀 21 Jun @ 6:30am 
GIGACHAD @Exosais fr :er_heart:
JoeOwnage  [author] 21 Jun @ 6:24am 
Exosais accept my friend request and I will add you as contributor
JoeOwnage  [author] 22 May @ 5:05pm 
Cool I'll take a look and incorporate it as soon as I get time
Exosais  [author] 22 May @ 2:27pm 
Fs but just add sm credit yfm cus if everyone gets a more balanced mod, everyones more happy
JoeOwnage  [author] 22 May @ 8:09am 
That's awesome dude, do you want me to include it in this mod?
Exosais  [author] 21 May @ 12:49pm 
@joeownage
I lowkey think the entire mod needs sm nerfs and price decreases so I made a big ahh patch

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3485436305

you can look in game and see the weapon usage (dev mod, actions, output) of this base mod without the patch & I believe only 1-2 guns are used because of how expensive they are. The pawns won't use a gun of out of their price range.

I think if U wanna make them spawn (but still keep that rare aesthetic), you should make simple components cheaper (12-16), lower the number of logs & metal needed to craft a weapon, and then lower the damage a bit

As for the shadow blades, I made them only really spawn on elite pawns (sanguophage lords, top tier cultists, etc, from other mods) by making their market prices 450-750 and then the budget of those pawns 220~900 (lowest value available weapon was 220).

(I dont think they should be researched but that is left in the mod by the patch)
JoeOwnage  [author] 21 May @ 8:17am 
Yes I believe they do, I'll need to keep an eye out but I think I've already seen it in my game