RimWorld

RimWorld

More Balanced Raids
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Update: 5 Aug @ 12:16pm

Hello everyone!

This is a small but important update to fix a logic issue reported by the community. Thank you for your feedback!

Bug Fix: Tactical Alerts for Mechanoids/Insectoids

The Problem: The "Tactical Raid" alert would sometimes appear for Mechanoid or Insectoid raids. This was confusing because the special variants (like Drunk, Plague, etc.) do not affect these non-humanoid factions.

The Solution: The mod's logic has been improved. Now:

For Mechanoid and Insectoid raids, the mod will still silently adjust the pawn composition to create more varied challenges, but it will no longer show the Tactical Raid alert or apply inapplicable variants.

For human-like factions, everything works as before. You will still get the full Tactical Raid experience with alerts and special variants.

Update: 18 Jul @ 9:03am

Version 1.2 - The Customization & Chaos Update

Hello everyone,

This is a small but important update focused on giving you more control over your game, based directly on community feedback! We're already planning bigger things for the future, but we wanted to get these quality-of-life improvements to you as soon as possible.

✨ What's New?
Total Variant Control!
You asked for it, and here it is! A new section has been added to the Mod Settings menu that allows you to enable or disable each of the 6 Raid Variants individually. Don't like the Plague raid? Just turn it off! Love the chaos of the Arsonist squad? Make sure it's always an option. You now have full control over your "Chaos Menu".

NEW Raid Variant: The Chem Addicts!
A new threat has emerged. Beware of raids composed of unpredictable drug addicts. Some may be slow and suffering from withdrawal, while others are dangerously erratic. They bring a new layer of chaos to the battlefield and a different kind of challenge to overcome.

🔮 What's Next?
We are exploring more complex and thematic ideas for future updates, including new raid variants and deeper mechanics that react to your colony's situation. Stay tuned!

As always, thank you for your feedback and enjoy the new level of customization!

Update: 15 Jul @ 10:33pm

Version 1.1 - The Chaos & Control Update

Hello, raiders!

Thanks to the incredible feedback from users like lucky_one and ꓤOꓕ∀NƎƎꓭꓭՈꓭ 🙃, this update focuses entirely on adding more variety, unpredictability, and player control to the mod. We've taken your suggestions to heart to make the RimWorld combat experience even richer.

🚀 What's New?
🎲 NEW - Tactical Raid Chance: Not every raid should be a masterclass in tactics! A new slider in the mod settings, "Tactical Raid Chance" (default: 65%), now lets you control how often this mod's logic applies. The rest of the time, you'll face chaotic, unpredictable, and sometimes laughably ill-prepared vanilla raids.

🎭 NEW - Raid Variants System: Even a tactical raid can go wrong. We've added a "Variant Raid Chance" slider (default: 15%) that gives every tactical raid a chance to become one of five unique, chaotic scenarios:

🍻 Drunk Scavengers: A disorganized but numerous mob, with some raiders suffering from the effects of alcohol. Expect poor accuracy and unpredictable behavior.


💔 Ill-Equipped Horde: A desperate group whose equipment is damaged and poorly maintained. A tactical challenge, but with less valuable loot at the end.


☣️ Plague Host: Some of the raiders are carriers of the plague! The threat doesn't end when the fighting stops—cleanup must be handled with care.


🔥 Arsonist Squad: A portion of the raid will now have the "Pyromaniac" trait, ignoring ideal combat tactics to try and burn your colony to the ground. This variant only applies to factions with Industrial tech or higher.


💉 Elite Mercenaries: A rare squad of veterans, pumped up on Wake-up stimulants for a faster, deadlier, and more terrifying encounter.

🔔 NEW - In-Game Tactical Alerts: You are no longer fighting blind! When a tactical raid is successfully identified by your colonists, a special alert will now appear on-screen, giving you a rough estimate of the enemy's force composition. But be warned, as our scouts can make mistakes, and not every tactical maneuver will be detected before it's too late.

⚙️ Fixes & Improvements

UI Overhaul: The confusing, non-functional checkbox title in the Mod Settings menu has been completely removed for a cleaner experience.

Bug Fix: Fixed the core logic bug where the tactical alert message could appear even for vanilla raids. The alert is now correctly tied only to successful tactical raid rolls.


Code Stability: All new features have been implemented in a robust and vanilla-compatible way, without dependencies on DLC-specific content.

Thank you for your continued support and feedback. Enjoy the new chaos!

Update: 14 Jul @ 5:54pm

More Balanced Raids - Patch Notes v1.1

Este patch foca na expansão do nosso framework, fornecendo melhor documentação para desenvolvedores que desejam criar seus próprios módulos de balanceamento.

✨ New Content for Developers ✨


Added Submod Example (C#) for Developers:




A new text file,

Submod_Exemple( .cs (c# archive)).txt, has been included in the mod's Examples/ folder.




Purpose: This file serves as a comprehensive, step-by-step guide for mod developers on how to create a separate C# submod that integrates with the "More Balanced Raids" framework.




Content: It includes instructions on setting up a new Visual Studio project, adding necessary references (including MoreBalancedRaids.dll itself!), and provides the complete C# code for a custom RaidBalancingTactic class. This example demonstrates how to implement specific balancing rules (e.g., a "melee horde" for tribal factions) in C# that override the core mod's default logic.




Location: You can find this example within your game's mod directory:
:\SteamLibrary\steamapps\workshop\content\294100\3525897161




Note: This file is for developer reference only and is not compiled into the MoreBalancedRaids.dll. It does not affect the game's functionality.



Why this matters:
This addition transforms "More Balanced Raids" into a more accessible platform for modular content. It empowers other modders to easily create "Tactic Packs" with custom balancing rules, allowing for even deeper customization of RimWorld's combat without requiring direct modification of the core mod.

Update: 14 Jul @ 5:19pm

Hello, zSHOUTEDI's raiders!

This isn't just an update; it's a complete evolution. More Balanced Raids has been rebuilt from the ground up to be smarter, more dynamic, and infinitely more expandable. We've gone from a single mod to a powerful platform.

🚀 What's New for Players?
✅ Full Settings Menu: You are now in complete control! A new options menu (via HugsLib) allows you to customize all balancing multipliers to fine-tune the tactical experience to your exact liking.

🧠 Dynamic Points-Based Balancing: The default balancing logic now adapts to the size of the raid. Early-game raids will feel like scrappy skirmishes, while massive late-game threats will be composed of more elite, specialized troops.

⚡ Dynamic Hostility Response: The mod is no longer static! Using a new Harmony-based system, it now dynamically balances raids from factions that become hostile during your playthrough (like the Empire).

🎯 Smarter Logic: The pawn categorization logic has been refined to be more accurate, now considering pawn armor in addition to weapons and combat power.

🛠️ What's New for Modders? (The Framework API)
API & Framework Architecture: More Balanced Raids is now a true framework! We've introduced the MoreBalancedRaids.API, which allows other mods to easily hook into our balancing system.

"Tactic Packs": Other modders (or you!) can now create simple C# or XML sub-mods to add new RaidTacticDefs. These can apply unique balancing rules to specific factions, raid strategies, or a combination of both.

Priority System: The framework intelligently searches for the most specific Tactic Pack to apply, with a clear priority system, ensuring maximum compatibility and control for mod authors.

Full Documentation: The C# source code is now fully documented in English to make it easy for other developers to understand and extend the platform.

** technical-changes**
The mod's core logic has been refactored from a DefsLoaded startup script to a dynamic Harmony Prefix patch for maximum compatibility and in-game responsiveness.

Fixed numerous potential API and compilation issues to ensure stability with RimWorld 1.6 and its DLCs.

🔮 What's Next?
With this powerful framework now in place, look forward to official "Tactic Pack" sub-mods, starting with the upcoming [MBR] Tribal Raids Overhaul!

Update: 14 Jul @ 4:44pm

Added some documentations in the files to make devs life easier when creating submods. The original mod Remains the same doesn't change any behaviour just the composition of raids. but now submods can and are encouraged to be produced to change some especific faction raids behaviour. feel free to create submods and post on community giving me credits for the core i am excited to see what the community can do with this mod

Update: 14 Jul @ 1:15pm

[Auto-generated text]: Update on 7/14/2025 5:15:30 PM.

Update: 14 Jul @ 12:56pm

[Auto-generated text]: Initial upload.