RimWorld

RimWorld

[XND] Adrenaline!
Showing 1-10 of 12 entries
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Update: 5 Sep, 2019 @ 5:25pm

v1.1.2.0

- Added toggle for whether or not animals can gain adrenaline.

Update: 29 Aug, 2019 @ 2:08pm

v1.1.1.0

- Added option to prevent NPCs (e.g. raiders) from using adrenaline when downed

Update: 27 Aug, 2019 @ 7:13am

v1.1.0.0

- Nerfed Adrenaline Rush across the board
- Added option to disable adrenaline rushes during combat
- Added option to disable adrenaline crashes

Update: 16 Aug, 2019 @ 4:25am

v1.0.6.0

- Added setting to toggle whether or not downed pawns naturally gain adrenaline (disabled by default)
- Adrenaline production drops off quicker during rushes (indirectly nerfing adrenaline crashes)
- Reduced duration of adrenaline crashes by ~20-25%

Update: 13 Aug, 2019 @ 2:25pm

v1.0.5.0

- Reduced chances of heart attack by 3x (1.7 -> 5.1 mtbDays)

Update: 11 Aug, 2019 @ 11:29am

v1.0.4.0

- Attempted fix for NullReferenceExceptions when the game tries to check adrenaline-relevant consumables with some modded drugs
- Corrected typo in cool-headed trait's description

Update: 8 Aug, 2019 @ 4:10am

v1.0.3.0

Fixed issue with transport pod crashes where the pawn inside can get back up and walk off the map

Update: 5 Aug, 2019 @ 1:09pm

v1.0.2.2

Fixed issue with Misc. TurretBases where turretbases without guns cause null reference errors

Update: 5 Aug, 2019 @ 11:36am

v1.0.2.1

Temporary bandaid fix attempt for a null reference exception in AdrenalineUtility.IsPerceivedThreatBy

Update: 5 Aug, 2019 @ 3:23am

v1.0.2.0

- Pawns have an 'Adrenaline production' stat which affects the onset of adrenaline rushes as well as intensity
- Fixed a bug with adrenaline crashes that caused them to last longer than they should have