RimWorld

RimWorld

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[V] Improved Combat System
   
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Mod, 1.6
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11 Jul @ 2:17pm
25 Jul @ 11:33am
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[V] Improved Combat System

In 1 collection by Graf
V for Vanilla
10 items
Description
ICS makes combat in RimWorld more dynamic. Weapons shoot faster, more accurately, and farther. Your characters and enemies have learned to hit targets that are not too far away from them. The armor really protects, and power armor greatly expands the possibilities. Mechanoids are as dangerous as their description suggests.

Only for builds based on the Vanilla Expanded series of mods!

General Information:
ICS is basically a collection of patches that fix the combat system and everything related to it. The mod has good compatibility as it does not interfere with the game mechanics, but just adjusts some values. Conflicts are only possible if another mod affects the same thing as ICS.
Some patches are universal, others apply only to specific mods. ICS is created for builds based on mods from the Vanilla Expanded series. Weapon and armor patches are written only for them.
Nothing prevents you from installing other mods as well. There will be no technical problems. Just weapons and armor from them will be weaker compared to those modified by ICS. All new Vanilla Expanded mods will receive support (if needed). Support for other mods is not planned. There are good reasons for this (in a nutshell, I don't like them and I don't want to waste my time on them). ICS is exclusive to the Vanilla Expanded series.

Key Features:
The marksmanship curve has been rewritten (to level 14) to make inexperienced shooters more likely to hit.
The basic marksmanship of turrets and mechanoids has been increased to level 14.
In humans, the shooting skill level also increases the aiming and reloading speed.
A limit has been set to reduce aiming and reloading time to 20%.
All melee attacks are twice as fast (they also have a reduction limit).
The probability of dodging melee attacks has been seriously increased.
Bullets and arrows do reduced damage to structures - this makes up for the fact that turrets and walls have no armor parameter.
The effect of quality on all weapon and armor parameters is reduced (to 25% at legendary level), the effect on cost is also reduced.
Poor condition of weapons and armor worsens their parameters.
Basic armor parameters are increased (based on common sense, the average increase was 1.5 times). Protection of legendary level armor (taking into account the reduction of the impact of quality from 80% to 25%) will be about the same as in vanilla. That is, the balance is not broken, but shifted in favor of enemies who can not afford high quality equipment.
Not only does power armor provide excellent protection, it also greatly expands your capabilities: it saves you from toxic gases, increases your speed, increases your carrying capacity, helmets increase accuracy and reduce aiming time, suits increase reload speed and increase melee damage. Since Power Armor is greatly enhanced, its cost has been increased slightly for balance purposes.
Armor protection extends to the hands and feet (gloves and shoes from VE mods removed).
Protection of creatures with natural armor has been increased.
Characteristics of bionics that grant natural armor have been changed.
The accuracy of the weapon decreases uniformly with distance, mimicking ballistics. The smaller the spread, the more accurate it is. This is noticeable at long ranges, in close combat the difference between a shotgun and a sniper rifle is small. The firing distance has been increased for weapons that logically should be longer range (e.g. assault rifle - 40.9, sniper rifle - 60.9).
The flight speed of bullets, arrows, grenades, rockets, etc. has been increased.
The speed of aiming and reloading weapons has been doubled.
Rocket launchers are now reusable (the parameters have been rebalanced).
Defensive structures (such as barricades) protect better. The cost of traps has been reduced (so that they still make sense).
The soldiers of the Empire now fight to the end and biocode all their weapons.
If you don't have the “Mortar Accuracy” mod, a patch will be applied to increase marksmanship when firing mortars.
And much more.

ICS contains patches for other mods. They affect weapons, armor, turrets, psi abilities, and creatures with natural armor. All mods in the Vanilla Expanded series (those with something to change) are supported.

I strongly DO NOT RECOMMEND adding or removing a mod in the middle of a save.

I also recommend installing the "Projectile Bullet Retexture" and "Muzzle Flash" mods. They make shooting much more colorful. It is also advisable to install “Vanilla Expanded Framework” - only with it power armor will increase the payload in the caravan, and the range radius of long-range weapons will be displayed correctly.

Answers to Questions Asked:

- Why do you need this mod if CE exists?
- ICS is designed for people who want to improve combat in the game without changing its mechanics as drastically as CE does.

- Can I ask to add support for another mod?
- No. All such messages will be ignored. No offense, I warned you. I don't have the time or inclination to do that. However, you can write the patch yourself, there is nothing difficult about it.


The picture was generated by the "Kandinsky" neural network.
I know that some people consider using neural networks to create art as something bad, reprehensible. That is their right. But I also have a right. This right is to ignore such people and their opinions. All such comments will be deleted, there will be no discussion.
8 Comments
Graf  [author] 23 Jul @ 10:46am 
Minor Update.

A bugfix related to the latest Vanilla Armour Expanded update. The authors fixed a couple of very old issues that my mod also addressed (yes, my mod does that too, which is why manual patches for VE will always exist—even after I finally add proper automatic support for all mods). The error message was caused by a reference to a non-existent object (nothing serious, don’t worry). I’ve fixed it all.

If you're interested in the details of what was fixed, check the changelog (not everything fits in 1000 characters).

If you encounter errors between my mod and VE mods, let me know! I rarely play and don’t use all VE mods, so I can’t track bugs quickly on my own.
Graf  [author] 12 Jul @ 8:41am 
@tanyfilina
Enemy equipment is just one aspect. The footwear and gloves issue is complex. Vanilla Expanded has only a few types of shoes and gloves. They're not enough to form a proper armor set. Their protective stats are too low to be useful. They themselves bloat inventories – because of them, the amount of looted clothing almost doubles (every raider comes in dinky boots and gloves), which increases time spent cleaning up this trash. And we're not even counting how each clothing item increases raid generation time (not by much, but still). And considering my automatic patch, VE footwear and gloves simply can't be worn with most types of clothing/armor. My mod is fundamentally (both technically and ideologically) incompatible with VE shoes and gloves)))
tanyfilina 12 Jul @ 8:09am 
I've never had enemies spawninig naked except for boots and gloves. But I have mod that makes boots visible. I would agree for gloves that they are redundant, but not for boots!
Graf  [author] 12 Jul @ 8:01am 
Patches have been added for Vanilla Vehicles Expanded, Vanilla Vehicles Expanded – Upgrades, and Vanilla Vehicles Expanded - Tier 3. That’s all for now—the Vanilla Expanded team will continue working on the other mods for a long time.
Also, today I had a new idea about how to write an algorithm that could independently fix things and produce results roughly similar to what my handwritten patches do now. This is a promising idea because creating patches for each specific mod is a dead-end approach. What we need are smart patches that understand how and what to edit. I don’t have much time, so I’m not making any promises. Just letting you know I’m working in this direction. The end goal is a universal mod that works with anything and has no compatibility issues.
Graf  [author] 12 Jul @ 8:00am 
@tanyfilina
Yes, completely. They became unnecessary and only broke the game. With my mod, any armor/clothing that protects legs/arms also covers feet/hands. The assumption is that pants come with footwear by default, and shirts come with gloves (with matching protective stats). There’s no purpose left for VE gloves and shoes. Worse, they ruin gameplay! Enemies (or allies) spawn naked except for boots and gloves. This leaves them unprotected and looks ridiculous. The only fix is to remove them.

@AcetheSuperVillain
That’s correct. Currently, the other mods remain unaffected. I have some ideas on how to make my mod universal. However, that requires time—which I don’t have much of. Someday, I’ll get it done, but for now, this is how it works.
AcetheSuperVillain 12 Jul @ 7:05am 
I'm not sure I understand. Does ICS only apply to Core and VE? Like, if I enable ICS and Rimsenal, would the weapons and armor from Rimsenal be improved by ICS, or would they function exactly like they would without ICS?
tanyfilina 11 Jul @ 11:31pm 
"gloves and shoes from VE mods removed"
What, completely? Why? Could you make it optional?
Graf  [author] 11 Jul @ 3:52pm 
The mod supports all DLCs, including “Odyssey”. Almost all “Vanilla Expanded” mods are also supported. Except for “Vanilla Furniture Expanded - Security” (it will be updated for a long time) and the “Vehicles” mod group (they were updated just as I was uploading my mod, I'll add patches for them tomorrow, I'm already in the middle of the night).