RimWorld

RimWorld

[V] Improved Combat System
Showing 1-4 of 4 entries
Update: 25 Jul @ 11:33am

Fixed the coefficient of influence of weapon quality on the armor penetration parameter.

Update: 23 Jul @ 10:26am

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 curious about the details:
Previously, power armor with its own shield field actually had two shield recharge rate parameters (both in the standard and prestige versions). Because of this, it recharged extremely slowly. My patch set one of the parameters to 1 to negate its effect. In the latest update, the Vanilla Armour Expanded authors finally removed this redundant parameter. As a result, my patches were trying to modify "nothing."

I also noticed that riot armor (the full set, including the helmet and shield) finally got the "armor" tag, so traders can now buy and sell it. Before, my mod manually added the necessary tags. The redundant patch has been removed (it didn’t cause errors, so this change might have happened earlier, not in the latest update).

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.

Update: 12 Jul @ 7:46am

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.

Update: 11 Jul @ 2:17pm

[Auto-generated text]: Initial upload.