RimWorld

RimWorld

[LFS] Night Shade Mercenaries
30 Comments
MerlinCross 24 Jul, 2024 @ 7:13pm 
Possible bug?

Playing this with Vanilla Expanded Settlers, and setting your colony as 'New Hideout' makes the faction Permanently hostile to you. I thought it had something to do with releations set before the game starts but that doesn't seem to be happening.

I wonder if there's something going on between the factions and mods where you'd play as the 'bad guy' or so. Cause it's the only faction I've seen with 'Ongoing Event; Permanently Hostile"
Lightning Larry the Lockie  [author] 1 May, 2024 @ 6:26pm 
@fallenscion Piercing only, WHen setting on fire they were way to Op and killed everything.
fallenscion 1 May, 2024 @ 8:24am 
Do these weapons deal fire/heat damage, or is it piercing?
Glacies 27 Jun, 2023 @ 11:40am 
This and Hell Bionics
Lightning Larry the Lockie  [author] 27 Apr, 2023 @ 4:34am 
@dietrich, For CE very unbalanced, I don't really play with it, but there is a patch, for vanilla, most of the guns are just slightly more powerful than VWE charge weapons equivalents. the only maybe OP thing would be the rocket launcher, although close to the VWE grenade launcher.
Dietrich 26 Apr, 2023 @ 9:02pm 
How are the weapons in performance in comparison to vanilla and VWE stuff? From looking at the infographics here it seems to me they're inaccurate but powerful, but I want to know the comparison.
Lightning Larry the Lockie  [author] 26 Mar, 2023 @ 7:53am 
@bambaryla, Will look into this most likely CE has done an update that changes something again. WIll look into it.
Bambaryła 26 Mar, 2023 @ 4:35am 
I get "no available ammo types" for this mod in CE. Might be cause I use generic ammo?
Lightning Larry the Lockie  [author] 5 Mar, 2023 @ 6:46pm 
@emberbuck Thanks for that error report, Was not aware of this issue, will hopefully get a fix for it soon
Emberbuck 5 Mar, 2023 @ 1:18pm 
Faction Alla's vampires of def NightShadeMercenaries has no usable PawnGroupMakers for parms groupKind=Trader, tile=224765, inhabitants=False, points=898, faction=Alla's vampires, ideo=, traderKind=Caravan_NightShade_Standard, generateFightersOnly=False, dontUseSingleUseRocketLaunchers=False, raidStrategy=, forceOneDowned=False, seed=, raidAgeRestriction=

Seems to be an error trying to generate traders on a other map?
I am running Caravan adventures which allows traders to spawn on combat maps.
Lightning Larry the Lockie  [author] 24 Jan, 2023 @ 7:59pm 
I messed around with the clocking idea quite a bit, but it required VE to work and was a bit problematic. I will keep it on the back burner, tho, although I would like to say this mod is "Done" in regards to content, as the focus is other mods. But this mod will receive some updates later on.
GlakzorTheIndomitable 24 Jan, 2023 @ 6:23pm 
hello again

i think it would fit the theme of the zearot to blend in with the shadows, becoming one with the shadows only in the darkest of nights

by which i mean an ability to biologically cloak themselves at nighttime

it makes sense, they are assassins after all. weak, gaunt demons that skulk around at night killing people and then running off into the dark, whatever wounds they suffered being healed under the glow of the moon

the cloak effect only lasts for 15 seconds and other pawns cant see them during this time, and if you attacked a pawn while being cloaked, the pawn would be insta-killed and your cloak would be removed.

the drawbacks? you can only cloak at night and the cooldown takes ages

now ill stop annoying you, i bet im asking too much
Ros[É] 24 Jan, 2023 @ 6:22pm 
That sounds like a much better idea
Lightning Larry the Lockie  [author] 24 Jan, 2023 @ 6:10pm 
I won't be making a weapon out of the turret; the turret weapon is already a beast in itself, with it being somewhat of a solo warrior. Giving that to a pawn would ruin the balance in all senses.

That being said, i might make a patch for VE:Pirates to allow you to use it for a warcasket
Ros[É] 24 Jan, 2023 @ 6:07pm 
Can we get a plasma cannon that pawns can use? I think seeing transhumanist pawns fully borg'd out carry guns as big as them as very intimidating
Lightning Larry the Lockie  [author] 22 Jan, 2023 @ 4:13am 
Will do, the melee are getting a balance for CE, and normal. The next update will be the last additional update. the rest will be fixes or balances.
AKEKHQ 22 Jan, 2023 @ 4:09am 
I feel like the melee weapons are too weak in Combat Extended since their penetration is very low, to the point that plate armour can block all damage from them, witch is really underwhelming for spacer tech weapons, For reference i suggest looking at ce melle powered weapons, i would love to have an alternative to them.
FungalFish 16 Jan, 2023 @ 1:44am 
IcingWithCheeseCake did a great job with the new textures, I love the blocky style.
Lightning Larry the Lockie  [author] 15 Jan, 2023 @ 1:31am 
Thats all good noticed a flaw in my patching as well. should be all fixed now
Bonible 15 Jan, 2023 @ 1:11am 
My bad X_X
Bonible 15 Jan, 2023 @ 1:11am 
Oh nevermind it was my mod.
Lightning Larry the Lockie  [author] 15 Jan, 2023 @ 1:05am 
Hmmm thats odd didnt get any errors on mine. Will look into it
Bonible 15 Jan, 2023 @ 1:00am 
Makes red errors without muzzle flash mod. I also have this error when I tried making the patch for my own mod. Very strange :(
Lightning Larry the Lockie  [author] 14 Jan, 2023 @ 10:13am 
@Dawn should now be CE compatible, any issues let me know :)
Dawn Entity 12 Jan, 2023 @ 4:08am 
All good then :D
Lightning Larry the Lockie  [author] 12 Jan, 2023 @ 4:06am 
@Dawn Entity I do like some of the suggestions,

To me the circle design makes sense with the idea of plasma slicing through having more surface area as they wouldn't be stabbing more Slashing with it.

The rocket launcher should be seen more as grenade launcher rather than a rocket it self. Might rename it to fit the idea of what it does better.

The hammer is getting a balance in the next update, it was originally an hammer, but have changed it to an axe. so the AP will be a lot higher.

I'm not sure on the theme one tho, As the idea behind them using charge infused plasma is that they fear the sun enough to turn it into a deadly weapon that sets things on fire.

Combat extended patch is on its way will be with the next update, I hope.

Thanks for the suggestions tho appreciate it :),
Dawn Entity 12 Jan, 2023 @ 3:37am 
Very Liked :
I love the helmet, kinda look like a mecanoid living trooper


Advice :
-tbh i tough the KFP long sword was a plasma saw by looking first at the end.. better to have a pointy edge to my opnion if that's a sword

-The rocket launcher look like a 1 shot HE launcher. similar to the m-79

-you could reduce the neon orange size on the hammer and apply it only on the edge of the blade and not all over it.. since u gave it only 25% ap and it would look better
Also, axe are physicly supposed to have more AP than a sword !!

Maybe iterate the weapon ig.


Suggestion :
-The weapons don't fit with the xenotype's characteristic, i advise iterate all weapon.. why would they use such design if they are bloody night killers.
They look more like sun tech warrior and not night tech warrior



But its interesting, ima get it when its compatible with combat extended (also u forgot "d" in Combat Exten*d*ed)
Gl
Lightning Larry the Lockie  [author] 11 Jan, 2023 @ 5:32pm 
Those will be included in this mod, Got a few more creatures and a new plant coming soon.
Dawn Entity 11 Jan, 2023 @ 7:32am 
u could make a mod with special envrionment animals
♂Master♂ 4 Jan, 2023 @ 12:06pm 
Choccy milk :steamthumbsup: