RimWorld

RimWorld

RT Weapons Recoded [1.0-1.4]
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Update: 17 Nov, 2018 @ 2:11pm

Tweaked flight speed of most pistol bullets
Restored two bullet burst to the Beretta M9 so the graphic makes sense
Restored single use nature of the firefoam grenades
All melee weapons should be done. Utility weapons have better bonuses, but worse damage. Deadly Weapons have better damage, but worse bonuses.

[Auto-generated text]: Update on 11/17/2018 4:11:51 PM.

Update: 10 Nov, 2018 @ 4:07am

Reduced Five Seven and P90 armor pen
Tomahawk is no longer the strongest steel melee weapon
Shuriken melee damage reduced(Both this and tomahawk are still stronger than other ranged weapon's melee)
All ranged weapon's melee damage brought in line with vanilla ranged weapons
Huntsman knife and M9 Bayonet added to Deadly Melee Weapons
Crafting requirement added for weapons under Deadly Melee research
Katana, Machete, M9 Bayonet, Baton, Khukuri, Huntsman Knife, Karambit, and Fireaxe are done except for material and work cost tweaks

[Auto-generated text]: Update on 11/10/2018 6:06:48 AM.

Update: 3 Nov, 2018 @ 8:58am

Removed old translation files that were causing issues

[Auto-generated text]: Update on 11/3/2018 10:58:36 AM.

Update: 2 Nov, 2018 @ 2:00am

All descriptions have been redone to read easier and should fit better in the game thematically
With the exception of Heavy MGs, all weapons should be closer to their fully loaded weight(have you ever seen a colonist unload a weapon?)
Added a hunting stealth bonus to the crossbow and compound bow to make them more appealing
Added a check for Rimsenal Enhanced Vanilla Pack Compound Bow and if found renames the version in this mod to make life easier
Moved Katana to Long Blade research and removed said research from Melee requirements
Added new research and gated the melee weapons I plan to make more damaging(so I don't feel as guilty toward the utility weapons)

[Auto-generated text]: Update on 11/2/2018 4:00:37 AM.

Update: 24 Oct, 2018 @ 3:37am

Fire Extingusher is now 5000% less annoying!
Reverting firefoam grenades back to single use has been put on hold for now

[Auto-generated text]: Update on 10/24/2018 5:36:54 AM.

Update: 23 Oct, 2018 @ 8:06am

Slingshot and shuriken spawn exclusively with Tribals
Crossbow, compound bow, and tomahawk have a chance to spawn with any gun using faction along with high point Tribals
Advanced Bows from research are now made at the smelter since the research isn't linked to the Weapon Assembly Table
Fire Extinguisher is a mix of useful, hilarious, and annoying
Fire Extinguisher no longer has a quality(but if you have one made before this change you'll get to keep the art!)
Lowered the health of Firefoam Grenades, tweaked the explosion from them being on fire, and made them reusable until I can figure out how to fix the annoying portion of the Fire Extinguisher
Incendiary grenades spawn chemfuel puddles if you let them explode from burning too long
I should really start writing changes down

[Auto-generated text]: Update on 10/23/2018 10:06:25 AM.

Update: 19 Oct, 2018 @ 4:01am

Should be harder to stun lock with a single person when using flashbangs
Frag pack and Incendiary grenades should be stronger than their vanilla counterparts
.50cal weapons should bring the pain
Probably other things I forgot I changed

[Auto-generated text]: Update on 10/19/2018 6:01:40 AM.

Update: 17 Oct, 2018 @ 9:00am

Anything that shoots boom should (eventually) go boom when on fire
LAW is a one time deal, but you can craft more(with quality bonuses if they do well!)
RPG-7 is reusable, but shouldn't be near as good as the one and dones
Grenade launchers are done (Although I'm still not sure the M32 is "balanced")

[Auto-generated text]: Update on 10/17/2018 11:00:10 AM.

Update: 15 Oct, 2018 @ 4:01am

Throwable Grenades should read better on the story tab
Fire eventually makes Throwable Grenades go boom
Misc other tweaks to Throwable Grenades

[Auto-generated text]: Update on 10/15/2018 6:00:53 AM.

Update: 14 Oct, 2018 @ 6:57am

[Auto-generated text]: Update on 10/14/2018 8:57:52 AM.