RimWorld

RimWorld

Medieval Times Balance Patch
18 Comments
James Stone 17 Jan, 2020 @ 9:19am 
Additionally, could you make integrate patches for popular mods like Vanilla Armors Expanded so they can also be used in the Eternity Forge?
James Stone 17 Jan, 2020 @ 3:51am 
This is pretty sweet. Do you think you could nerf a bit some of the costs and/or values of some of the more insane armor in Medieval Times? Some armors offer way too much resistance when compared to industrial stuff of the same class.
Spaz 25 Nov, 2019 @ 8:38pm 
I gotta agree with stormie. the full plate helmets debuff to aiming time and accuracy is insanely high in comparison to how small of an actual armor bonus it gives over the plated head wrap just a teir below it.
Lanthrudar 3 Aug, 2019 @ 8:58pm 
@jancomx Thanks for the reply. :) I found another mod that allows tweaking of how the game reads gear and base value for raids and it's alleviated the issue for me.
Kestral  [author] 10 Jul, 2019 @ 7:02pm 
I think the melee hit chance thing might be a carryover from the CE version...I'll check it out.

I'm not sure about reducing item values. I assume you're talking about the indestructible and very high-stated legendary and nanite-enhanced stuff...because its *indestructible*, and also the best equipment in the game (barring other mods) I feel like the very high price is justified. Being indestructible is just such a huge deal for armor. If it were cheaper it would have to be unavailable from traders at the very least, and I think not everyone would prefer it that way. Raids grow linearly with colony value, not exponentially, and not every colonist needs indestructible, legendary gear. It may be a good idea to reduce the value of artifact items that are not indestructible though...being limited by durability and hard to find (especially at high quality levels) is enough of a drawback in that case.
Lanthrudar 16 Jun, 2019 @ 9:23am 
@jancomx Would it be possible to reduce the value of the armors and things to be closer inline with vanilla? Someone had a post about things being way overpriced and causing an upward value spiral that can make raids exponentially increase. I get selling the stuff for nanite vials but bringing things inline might help.
Stormie 7 Jun, 2019 @ 6:40am 
Not sure if it's intended but in my game, the helmets show a value of -200% for Melee Chance, which is quite a huge debuff I guess? I checked the xml and this is the change:
<MeleeHitChance>-2</MeleeHitChance>
Brianna The Brave 3 Jun, 2019 @ 5:01pm 
Incredible, thanks for the hard work
Ohrendude 6 Mar, 2019 @ 10:38am 
Thanks for the response, wasn't sure if this would be an easy fix like the neck, seems to be way more indepht/complicated though. Thanks for the response anyway!
ffialek 5 Mar, 2019 @ 3:40pm 
The dismemberment in my colony dropped a lot, thanks!
Kestral  [author] 5 Mar, 2019 @ 3:38pm 
@Ohrendude Yes, this is an inherent issue with *any* mod that adds gloves or boots and nothing to do with this patch. In Rimworld, replacing a body part with a prosthetic removes all sub-components of the replaced part. Thus, in Vanilla, a Bionic leg cannot take damage to its foot/toes or bones but only to the part as a whole. Various people have tried to change this, but with no great success that I know of. Closest I've seen is this:https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1528295006 which is still not perfect (removes all stats from normal hands/fingers).
Ohrendude 4 Mar, 2019 @ 11:36am 
Hey, thanks for providing a patch! Not sure if this is the same for other people, but I believe the gloves/boots don't work when using bionic/prosthetic arms and legs. They seem to be missing the fingers and toes the armor covers.
ffialek 2 Mar, 2019 @ 2:20pm 
Thanks I'll test as soon as possible!
Kestral  [author] 2 Mar, 2019 @ 10:45am 
Update posted. All medieval weapons should hit faster will less damage per hit but have the same DPS as before. If anyone doesn't like this change, I could potentially push it as a different patch instead of including it with this one.
I didn't add handle and shaft strikes to the Warhammer yet. I actually like that it doesn't have those other types of hits dragging down its DPS, but maybe that's making it too much better than other blunt options. Feedback welcome.
Kestral  [author] 2 Mar, 2019 @ 6:05am 
Going through and reducing damage of a few weapons and increasing attack speed to keep DPS the same...while I was at it, found a few inconsistencies in attack "tool" lists between weapons and their nanite counterparts. Nanite warhammer, for instance, can strike or poke with the shaft as well as strike with the head, while normal warhammer only strikes with the head. Will make an update later today.
ffialek 2 Mar, 2019 @ 12:15am 
i belive that's individual hit is too high.
Kestral  [author] 1 Mar, 2019 @ 8:08pm 
Do you think the DPS is too strong, or just the size of individual hits is too large? Definitely can see the issue with any weapon (that's not a charge lance) doing that much damage in a single hit.
ffialek 1 Mar, 2019 @ 2:38pm 
Hello thanks for the attention, like i said before some weapons are really unbalanced, like the warhammer a excelent warhammer does 30 blunt damage(the hp of a leg arm is 30), it's the same damage of a charge lance.This can become a very annoying when playing a medieval playthrough.