RimWorld

RimWorld

Madness Combat: Half-Mag
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Update: 14 Jul, 2024 @ 9:38pm

Update on 7/15/2024 12:38:01 AM.

Mod updated: Version 0.6

Changed up the description to include details on mechanics that I didn't bother to include before and updated the mod.

This is mostly a balance/fix update. Yeaaaa I made this at first because of Kingallhobo's review on my mod, but then as I tested stuff I got the itch to add more things and to fix some things that I missed.


HALF-MAG NERFS/CHANGES:

These nerfs are pretty brutal, but should set things to more vanilla difficulty.

*All stat boosts but pain reduction from the Half-Mag hediff removed
*base movement speed set to 3.2
*reduced charge range to 14.9
*base fist damage and pen reduced
*raid selection weight reduced and combat power increased
*Half-Mag charge damage changed to be sharp so it didn't ignore almost every armor in the game(even if the Half-Mag is holding a blunt weapon)
*charge damage will also propagate damage(it's that RNG mechanic where a single stab can not only damage a single body part, but somehow travel to another)
*unique Half-Mag incident's text changed to have deep and super serious lore
*added a fuckton more lore fluff in Half-Mag's race desc

ADDITONS:

*Half-Mags can now wear shield belts (giving apparel to Half-Mags was much easier than I thought. this means the big future update will be easier than I thought)
*New west side facing head texture! I forgot to use this one and just used the east facing head texture
*Half-Mags now deal 1.5x times more melee damage(still do less damage than they did before with their fists)


*New Half-Mag added: the Half-Mag Brute!

This is a late game Half-Mag. Only difference between them and a normal mag is that they wield weapons and have a shield belt. At this stage of the game, they ought to be more like glass canons, since the player's heavy firepower, psy abilities, and genes will make short work of even a group. Just need to pay attention a little and account for their presence. They're also more or less a lazy placeholder for what future Half-Mag variants could be like.

FIXES:

*Half-Mags will now appear in Biotech raids whooo(anomaly is the only other DLC I didn't buy. Hope it doesn't mess anything up)

*Nobody probably knew this, but the Half-Mag dash damage/pen was supposed to scale with whatever weapon they had but it didn't. So now dash damage should be (weaponDMG x meleeMultBonus[1.5] x chargeDMGBonus[1.5]) so a Half-Mag with a poor wooden mace will do 28 DMG on a charge. 35 DMG with a normal steel mace. A normal pawn with a normal ass zueshammer does 31 DMG. Try not to get hit by the Half-Mag Brutes, but decent marine armor and cataphract should give good odds but Randy is always a fickle one.

Just to cope a bit about the balance of this, a charge lance does 30 damage and has 29 range compared to the dash's 15 range. The dash also has an obvious wind-up that's telegraphed with visuals and audio while the charge lance doesn't. The dash's wind-up even lasts .3 seconds more than the lance's that's alot!!!!!! The Half-Mag dash can even be dodged.

This feature is mainly to give players a cool way to "upgrade" their Half-Mags for now because you can easily line up the AI in a single file and have a Half-Mag with a zueshammer insta kill all of them. Putting AI in a single file line is like a tradition for this game.

Update: 28 Jun, 2024 @ 4:45pm

[Auto-generated text]: Update on 6/28/2024 7:45:07 PM.

Update: 28 Jun, 2024 @ 4:23pm

[Auto-generated text]: Initial upload.