RimWorld

RimWorld

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Hardened Armor
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Mod, 1.5, 1.6
File Size
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153.051 KB
2 Jul @ 5:39pm
18 Jul @ 9:59pm
5 Change Notes ( view )

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Hardened Armor

In 1 collection by SirProok
Combat Controlled
4 items
Description
Hardened Armor

"You’ve got armor. They’ve got shivs. No excuses."



In RimWorld combat, a bullet to the flak vest shouldn’t leave you bleeding out while raiders loot your fridge.
It should deflect off, make a satisfying clink, and serve to show the attackers how pathetic they really are.

Hardened Armor makes armor hard.

Gone are the days of shivs through cataphract armor.

Now are the times of the cataphracts.



Features:
- Armor Hardening: Serves as a multiplier on existing armor toughness.
- Weapon Hardening: Makes AP matter more. Just because you are hiding in an armor shell does not mean an anti-material rifle cannot still say hello to your innards...
- Control your experience: Use sliders to set custom values to fine tune your experience.
- Compatibility: Uses base game armor values and weapon stats so is compatible with anything designed to be compatible with vanilla Ribaorld.

Built for Ruggedness, Not Bickering

No funny business, no special exceptions — Hardened Armor was written to just work.

All the mod does is redo armor and subsequent damage/body part hit calculations. There should be no conflict with any mod that uses existing armor values in game.

Theoretically, this should be CE compatible, but you may experience some weird interactions and need to tweak the default settings to get your desired pain level playing experience.

It applies to colonists, raiders, animals, mechanoids, and any new horrors other modders dream up.

Check out the verbose logging or the below discussion that goes through the exact math.



It’s not just a fancy armored box.
It’s a functional fancy armored box.



If you enjoy these mods, consider donating to the potato fund! --> https://ko-fi.com/sirprook



Now with 25% less existential dread of lost lungs!
Popular Discussions View All (1)
0
2 Jul @ 5:42pm
What does this mod do and how does it do it?
SirProok
97 Comments
lucky_one 🍀 3 hours ago 
Yes I am sorry, I realized later on that there was a text there saying it and forgot to remove the comment. Man, I ask too much. :steamfacepalm: Thanks for the answer tho
SirProok  [author] 3 hours ago 
@lucky_one 🍀 It does require the restart, yes.
SirProok  [author] 3 hours ago 
@brindav I'll need to think on this. There might be an option to add a toggle to enable that behavior.
lucky_one 🍀 6 hours ago 
is it necessary to restart the game after changing the values or you can do it on the fly?
Brindav 11 hours ago 
Hi tried the mod as i always found armor to be very lackluster in rimworld and yayo's combat isn't updated yet, found it interesting and threw a pawn in a warcasket into a swarm of tribals to see how he would fare to see that he got destroyed, is there a way for this mod to make it so lower tech weapons such as shivs or arrows can't just kill a spacer 200% sharp armor pawn ? like i heard there were settings but those are general i would'nt want all armors to be overpowered just to make it so the superiority in technology matters. Is there a way to do so ? otherwise the mod looks great and is godsend for those of us who don't like vanilla fighting yet do not want to have to face the CE issues.
SirProok  [author] 15 hours ago 
Updated:

Damage curve is now adjusted. (We are using nonlinear math now!)
Three settings have been added. Hard, Hardened, and Hardest.
Sliders are retained for individual preferences.

Highly encouraged to reset your settings to a new value as the math behind the old values has changed and made the old settings less ideal.
lucky_one 🍀 21 hours ago 
@SirProok Gotcha, that's what I was getting from my testing but I wasn't sure. Thanks for the confirmation :er_heart:
SirProok  [author] 22 hours ago 
@lucky_one 🍀Explosives are blunt. This makes them ideal weapons for high-sharp armor enemies.
SirProok  [author] 22 hours ago 
@Dreammur The new default settings should be much more forgiving. I'll be rebalancing the armor curve and adding some more clear preset settings, In the mean time, the best thing to do would be to increase the player AP slider higher until you are happy with the damage you do.
lucky_one 🍀 18 Jul @ 8:57am 
@Dreammur You have how it works in the discussion above

@SirProok May I ask how this work with explosives? I couldn't find anything related to it on the info and I am curious if it just applies the values you set. Im talking about how it interacts with things like nades and explosive weapons (Thermorifle or impact weapons for example)