RimWorld

RimWorld

Tacticowl (temporary beta)
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Update: 9 May, 2023 @ 9:04pm

v2.0.27
- There is now a Feature Creep tab...err, I mean a Misc tab in the mod options. At the moment this contains 1 small feature: Projectile speed multiplier.

There is at least one other mod on the workshop that already does this (that I used to use myself), though I wasn't content with its technical approach on handling this, so I decided to make my own version. It modifies the bullet speed without using harmony, no overhead.

Update: 3 May, 2023 @ 7:39pm

v2.0.26
- Search and Destroy now supports both animals (when using a draftable animals mod) and biotech DLC mechs.

Update: 27 Apr, 2023 @ 3:56pm

v2.0.25
- NRE fix related to mousing over the DW gizmo.

Update: 24 Apr, 2023 @ 9:44pm

v2.0.24
- When dual wielding, the offhand will now only be used if the main action was shooting or melee.
- The dual wield gizmo has been rebuilt. Before, it used to be its own copy-paste of the regular gizmo with a few alterations. It now just modifies the vanilla gizmo instead, in order to help with compatibility. This should fix a number of issues, for example compliance with shield rules. (It also slims down the size of the .DLL)

Update: 22 Mar, 2023 @ 9:42am

v2.0.23
- NRE fix when using certain modded abilities, like from RWoM. Thanks to Sn1p3rr3c0n for the fix.

Update: 8 Mar, 2023 @ 1:45pm

v2.0.22
- Removed support for offhand-only configuration (for instance a gun in the offhand and nothing in the main hand). There is just too many problems trying to make this work, and in fact I'm not sure it was ever formally supported in the first place in the original. Now, an offhand can only be equip once the main hand is equip first. Dropping the main hand drops both weapons.

Update: 5 Mar, 2023 @ 12:52pm

v2.0.21
- Various dual wielding fixes. ⚠️Note some of these fixes were related to VE Framework's MVCF compatibility patch on their side. They had a Dual Wield compat patch and had to update it to work for Tacticowl. So things won't work properly here until you get the next VE Framework update (assuming you use VE to begin with).
- Fixes RnG gizmo not showing up for some DW configurations

Update: 4 Mar, 2023 @ 4:39pm

v2.0.20
- Fixes a potential crash in the event you don't have VE Framework installed (was missing a check on the compatibility hook)
- Code consolidation - removal of needless harmony patching and stance logic.
- Fixes minor animation glitch when dual-wielding aiming west.

Known issue: off-hand ranged weapons aren't working right if the main hand is melee.

Update: 3 Mar, 2023 @ 4:01pm

v2.0.19
- Fixes harmless errors VE Frameworks's shields were throwing for newly generated pawns.
- Removal and consolidation of a bunch of equip/unequip code to just allow vanilla code handle it instead when it can.

Update: 3 Mar, 2023 @ 10:31am

v2.0.18
- Fixes dual wield animation glitch (pre-existing bug, original had it too). As part of this fix, the code that handles the angle calculations is no longer a copy-paste of vanilla and instead just uses the vanilla code. This allows for rendering fx (that were added some time after when Dual Wield was first coded) to now happen, such as recoil animations.