RimWorld

RimWorld

Vanilla Combat Reloaded
423 Comments
Filipino Goku 24 Jul @ 6:01pm 
@Revlis I use Just a Flesh Wound and increase the rate of bleeding
MajorityOfTheInternet 24 Jul @ 7:08am 
What would be an optimal value to not upset vanilla balance in armor too much while making armor still matter? I am aiming for 75%-90% damage reduction if armor stops sharp damage fully as realistically blunt damage would still go through any armor.
Revlis 22 Jul @ 12:49pm 
any suggestions on companion mods to use with this? it's great that my pawns can hit but having a tribal in a kilt take 20 odd rifle shots to the torso and still get in range to club me is kinda annoying
The Sneakiest Mouse 21 Jul @ 6:58am 
Thank you for your hard work @Donk. This mod is excellent.
Mac 20 Jul @ 10:42am 
Can confirm that the armor calculations are a liiittle borked atm
Suunset 19 Jul @ 12:42pm 
Hi, how do we adjust Weapon AP and Armor Effectiveness?
Depth Charge 19 Jul @ 1:12am 
is this incompatible with use your gun?
Farbott 17 Jul @ 10:01pm 
Hope the beam repeater gets back its piercing property, the anti shield/armor weapon aint doing its job no more :(
Dealer Mangan 17 Jul @ 7:39pm 
This mod is throwing red errors, something related to ticking bullets
水晶哥 17 Jul @ 6:11am 
Can it be compatible with Animal Apparel: Framework?
Gerewoatle 16 Jul @ 9:58pm 
@june - By default mechs are immune to Heat damage altogether.
Aizuki 16 Jul @ 9:57pm 
how do you adjust turret height with this mod? my turret kept hitting embrasure infront of it or even shot block by a tree?
june 16 Jul @ 9:16pm 
heat, is that why? just seemed strange to me that an expensive weapon like that is mostly useless against mechs
Donk  [author] 16 Jul @ 9:11pm 
do beam repeaters use heat or sharp damage?
june 16 Jul @ 8:58pm 
beam repeaters can't penetrate armor despite having a high armor penetration stat, default setting (e.g they can't hurt centipedes at all, but charge rifles can, even though their armor penetration is lower)
SOGGY DOGGY 16 Jul @ 12:28pm 
https://gist.github.com/HugsLibRecordKeeper/6acb9446daaceafdb2fb8eeec9a986e4

Flanking is bugged, all attacks miss and log ChooseHitPart null
Donk  [author] 16 Jul @ 8:21am 
looking into this, will be a couple of days before I can get to the bottom of this
Otoya 15 Jul @ 9:28pm 
Yeah for some reason this mod made the worst weapon strong against the best armor, I recall it wasn't this case in 1.5 so there is obvious a bug here, I've reinstalled both the mod and Harmony and made sure it was just the two of these and tested it.
KJ 15 Jul @ 2:06pm 
How do I know if things are working?
There is a new and improved readout page with breakdowns including your weapon's normal and adjusted accuracies, and chances to hit targeted heights

Where do I find this readout page? Thanks
time lapses 14 Jul @ 6:32pm 
Could you please add an armor durability system?
If a human has 200 sharp armor, even though our weapons can't penetrate his armor initially, its durability will eventually wear down. But if a mechanoid has 200 sharp armor with no durability, it means it's permanently invincible.
It would be great if their armor could degrade under sustained fire.
Stellar Harbour 14 Jul @ 12:49pm 
Shields?
Tal'Raziid 14 Jul @ 9:11am 
I've noticed the same thing as Justicar
Deimos kai Aischylos 14 Jul @ 7:34am 
I first encountered it with a fleshbeast. I was using the temporary 1.6 update someone put up in the meantime and noticed I couldn't hurt the fleshbeast. Seems this has the same issue. Luckily, turning off flanking fixes things.
Justicar 14 Jul @ 7:21am 
Running 1.6 quick tests with this mods vanilla settings. Primitive weapons, including things with a negative armor pen modifier are blowing right through things like Marine armor. Not sure what's going wrong there.
Donk  [author] 14 Jul @ 7:07am 
@deimos kai aischylos strange, I did make it so they need a weapon equipped to parry
Donk  [author] 14 Jul @ 7:01am 
@roanafra as far as I can see in the code, mechanoid armor works as expected, the mod you linked just scales up or down mechanoid armor in general. vcr still affects the armor values from mechanoids the same as other armors
Deimos kai Aischylos 14 Jul @ 12:16am 
At the moment, there is a bug which causes enemies fought diagonally to parry, and maybe dodge, every attack if flanking is on. While it is funny to watch a bear and rabbit endlessly miss each other, does make combat a bit tricky. Not a huge deal, of course, but still...
Tal'Raziid 14 Jul @ 12:08am 
Should this go higher or lower in a modlist?
Roanafra 13 Jul @ 11:20pm 
Until version 1.5, mechanoid armor didn’t work properly, so I had to use a compatibility mod in order for mechanoids to be affected by VCR’s armor stats. Has this issue been fixed in the 1.6 update?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3334104878
Reel 13 Jul @ 10:34pm 
goat
PiccoloDom 13 Jul @ 10:14pm 
goat
goat
oscarmdsh69 11 Jul @ 1:46pm 
1.6 update coming?
SOGGY DOGGY 26 Jun @ 11:18am 
@Donk Understandable, I'm very passionate about this combat rework so I've posted a 1.6 version for use when odyssey comes out. Comment below has link, will be playing a bunch with it when the DLC releases. Zaljerem has offered their help with debugging, though they are busy with many other mods as well.
renegade_sock 20 Jun @ 11:47am 
Btw just to clarify, when you say that stopping power doesn't work properly on guns with multiple projectiles, you're not referring to burst fire guns right?
renegade_sock 20 Jun @ 11:46am 
Thanks for making this amazing mod, really hoping it will be updated for 1.6
mkvltra 19 Jun @ 10:37am 
kino mod hope it gets updated
Azuraal 19 Jun @ 3:52am 
@Donk I would be happy to contribute if you want to make it a non-solo adventure. I have written a few mods utilising harmony and I want to tackle a larger group project.

Feel free to message me here or on discord.
Roanafra 17 Jun @ 7:33pm 
I was able to experience all kinds of adventures full of joy, anger, sorrow, and happiness in RimWorld thanks to your mod. Thank you.
It's summer here now—how is it where you are?
If it's hot, I hope you stay cool, and if it's cold, I hope you're keeping warm.
Donk  [author] 17 Jun @ 5:59pm 
im gonna try to get it updated, I somewhat gave up on the 1.5 update to the rendering part because of how spaghetti code the game and mine are. personal motivation is a bit difficult with a solo adventure
SOGGY DOGGY 17 Jun @ 11:06am 
I can take over for 1.6 steam page, I have not much in the way of C# knowledge but I have played thousands of hours with the mod with various settings and won't go without it. I've tested it on the 1.6 branch and it works as-is.
Mac 16 Jun @ 10:13pm 
This is what I dreaded about 1.6 the most, the author did say mooonths ago that they weren't super interested in prioritizing even fixing the mod anymore, so I doubt that this one will be getting an update. It is so over.
Master of Academics 16 Jun @ 2:53pm 
Are you able to update to 1.6? Thank you :)
2ScoopsPlz 16 Jun @ 12:07am 
I am begging for a 1.6 update
Frozen_Starfall 15 Jun @ 7:53am 
1.6?
Yatoro煜 14 Jun @ 10:31am 
Can you make Targeting Modes saveable? Everytime i draft pawn it targeting mode has been reset.
Deon ☣ 10 Jun @ 3:32pm 
Sadly this breaks gloves+shields combo in Medieval Overhaul.
Scryie 14 May @ 4:34am 
@CAPNxCHAR, I recommend ether not disabling the doubled armour pen or turn down armour effectiveness down to from 2.0 to 1.25 as I find that balanced.

Or you know just turning off that feature entirely if you want
CAPNxCHAR 10 May @ 7:17am 
I'm not sure I like this mod. 1 pirate with recon armor tanked 6 auto shotguns long enough to down 3 pawns in flak armor. This mod makes anything above flak armor practically invincible