RimWorld

RimWorld

Hardened Armor
99 Comments
Azure 6 hours ago 
What is the new damage curve now? Does it mean that the vanilla damage mechanics is tweaked in this mod now?
Dreammur 20 Jul @ 2:32am 
Thanks
lucky_one 🍀 19 Jul @ 10:00am 
Yes I am sorry, I realized later on that there was a text there saying it and forgot to remove the comment. Man, I ask too much. :steamfacepalm: Thanks for the answer tho
SirProok  [author] 19 Jul @ 9:57am 
@lucky_one 🍀 It does require the restart, yes.
SirProok  [author] 19 Jul @ 9:57am 
@brindav I'll need to think on this. There might be an option to add a toggle to enable that behavior.
lucky_one 🍀 19 Jul @ 6:47am 
is it necessary to restart the game after changing the values or you can do it on the fly?
Brindav 19 Jul @ 1:28am 
Hi tried the mod as i always found armor to be very lackluster in rimworld and yayo's combat isn't updated yet, found it interesting and threw a pawn in a warcasket into a swarm of tribals to see how he would fare to see that he got destroyed, is there a way for this mod to make it so lower tech weapons such as shivs or arrows can't just kill a spacer 200% sharp armor pawn ? like i heard there were settings but those are general i would'nt want all armors to be overpowered just to make it so the superiority in technology matters. Is there a way to do so ? otherwise the mod looks great and is godsend for those of us who don't like vanilla fighting yet do not want to have to face the CE issues.
SirProok  [author] 18 Jul @ 10:03pm 
Updated:

Damage curve is now adjusted. (We are using nonlinear math now!)
Three settings have been added. Hard, Hardened, and Hardest.
Sliders are retained for individual preferences.

Highly encouraged to reset your settings to a new value as the math behind the old values has changed and made the old settings less ideal.
lucky_one 🍀 18 Jul @ 3:36pm 
@SirProok Gotcha, that's what I was getting from my testing but I wasn't sure. Thanks for the confirmation :er_heart:
SirProok  [author] 18 Jul @ 3:01pm 
@lucky_one 🍀Explosives are blunt. This makes them ideal weapons for high-sharp armor enemies.
SirProok  [author] 18 Jul @ 3:01pm 
@Dreammur The new default settings should be much more forgiving. I'll be rebalancing the armor curve and adding some more clear preset settings, In the mean time, the best thing to do would be to increase the player AP slider higher until you are happy with the damage you do.
lucky_one 🍀 18 Jul @ 8:57am 
@Dreammur You have how it works in the discussion above

@SirProok May I ask how this work with explosives? I couldn't find anything related to it on the info and I am curious if it just applies the values you set. Im talking about how it interacts with things like nades and explosive weapons (Thermorifle or impact weapons for example)
Dreammur 18 Jul @ 6:25am 
Hello,could you please tell us how does your mod work in the vanilla game?I just mean if I want to play the vanilla version,what sets should I choose,this really matters,I'm just trying to play with my own settings but find it quite difficult to make this mod both interesting and balanced.Thank you the great author.:steamhappy:
lucky_one 🍀 17 Jul @ 3:47am 
HOLYYYY
I'm blind as ♥♥♥♥ 17 Jul @ 3:38am 
I completely forgot i had this enabled, no wonder the odyssey ending was so difficult. The mod delivers, I'm just not too sure if mechs should be allowed to resist charge rifles or if it's a settings thing (which I haven't touched)
Azure 17 Jul @ 12:59am 
THANKS
SirProok  [author] 16 Jul @ 11:43pm 
Updated default values for armor. Added in new -reset to defaults button. Now that the other two mods are live, I'll begin a rework.
SirProok  [author] 16 Jul @ 5:03pm 
Edit: Code and testing is complete. Both mods will be releasing this weekend. The final bug proved surprisingly squish-able.
SirProok  [author] 16 Jul @ 3:50pm 
@gazza_m_bolton I have an extended range mod getting released tomorrow or Friday.
If I get it ready in time, I have an accuracy mod coming out at the same time or in the following week.

After that I want to do a refinement pass on each of the mods.
I tend to focus on function before form.
Now it is time to add some more form :D
gazza_m_bolton 16 Jul @ 9:50am 
I've noticed these two mods are quite "redefining" for combat do you plan to do additional mods related to the combat? Maybe an Ammo mod or other combat based ideas?
SirProok  [author] 15 Jul @ 4:29pm 
@fzfking High armor values appear to skew a bit too heavy. The intent was for the use of spacer blunt weapons to deal with spacer high sharp armor.

In the near term. This is why the sliders are in. The settings below will make guns far more effective against high armor percentages.

I will be reworking this into a a non-linear curve.
If feasible, I'll be adding some presets for hard, harder, and hardest armor as the sliders might not be the most intuitive to use.
SirProok  [author] 15 Jul @ 4:12pm 
@Saga I fired a minigun against a man wearing just a hat. Wound spread was as was expected and properly spread across the body.
SirProok  [author] 15 Jul @ 4:11pm 
@Lithe @Blood Drawing Symbol

For now: Player weapon hardening at 1.5 and Enemy armor hardening at 1.1 seems more balanced if you want to nerf their sharp damage resistance. Else, blunt weapons will work wonders.

Eventually: I have added to my list to move the damage to a non-linear curve which will preserve balance at low armor and will re-balance high armors a bit..
Blood Drawing Symbol 15 Jul @ 1:12pm 
do u recommend any settings/tweaks to the hardening to make mechs and bugs not so tanky?
fzfking 15 Jul @ 5:05am 
В итоге бои со всеми у кого есть адекватная броня (мехи, рейдеры, ужасы) превращается в пинание друг друга ушибами по пару минут, пока кто-то из вас не упадёт от сотни ушибов, потому что в ванилле нет особо оружия (кроме ближки, но вы серьёзно хотите играть онли ближкой потому что мод заставляет вас?), которое может пробивать броню и вы друг друга дубасите своими 10% дамага

я вернулся на vcr, так как там расчёт более адекватный, чем в ванилле с этим модом
fzfking 15 Jul @ 5:05am 
у мода есть проблема, так как он юзает ванильную логику попадания и минимизирует урон на основе своих расчётов до минимума 10% от исходного урона. По итогу из-за этого получается, что ты вооружённый энерговинтовкой с неплохим пробитием (35%) и средним для винтовки уроном в катафракте (100+% защиты) проигрываешь металлическому ужасу у которого броня слабее (50% защиты от проникновения) с его клинками (30 урона, 20% бронепробития) потому что его минималка урона выше, а на твоё бронепробитие плевать.
Saga 15 Jul @ 1:48am 
шапка от залпа минигана дефает(только шапка, чел голый)
Lithe 15 Jul @ 12:18am 
In many ways, this mod works phenomenally. Before, my armored pawns felt a fraction as survivable as they should have with their loadouts... but I discovered in a few particularly painful incidents that this armor calculation makes bugs and mechs almost unkillable. Didn't mess around much with the sliders though, and my game's heavily modded.
SirProok  [author] 14 Jul @ 8:05pm 
It should be identical.
Azure 14 Jul @ 7:41pm 
Does the damage calculation following the vanilla logic or the mod tweak it too?
SirProok  [author] 14 Jul @ 7:33pm 
@Azure You understand correctly. It tweaks the existing armor/AP values then assigns damage as a percentage (minimum 10%).
Azure 14 Jul @ 7:29pm 
Yeah actually I just want a method that could make power armors less possible to be penetrated.Please just take your time,looking forward to the future updates! By the way,I still don't understand this mod very well,does the two features just add multipliers to armor and ap? Sorry as english is not my first langauge and I maybe thought of tthings too complicated.
SirProok  [author] 14 Jul @ 6:34pm 
@Azure So funny story. That base feature is in the code, but I couldn't get it working for release. The way it worked is "Heavy Armor", that is any value above a certain amount (initially 100%) would roll twice for deflections/reductions.

Alas, that didn't work with final implementation method I used. I do still want to add this, but it may have to take the direction of adding a further buff to the armor damage reduction for heavy armor.

I'm going to wrap up the shooting mods first, then take time to do a lessons-learned rewrite of Grievous Wounds and this mod. Both will hopefully then get a second round of features and quality of life adjustments.
Azure 14 Jul @ 5:50pm 
Hi could you also add a feature from the thick armor mod that make armor that occupy two layers(like marine armor) could calculate their armor twice? As in vanilla it is always weaker than 2 seperate armor piece
RBDR 13 Jul @ 7:02pm 
I trust your vision, please fucking christ let this man keep cooking. \o/
lucky_one 🍀 13 Jul @ 3:45pm 
I'm so hyped about your mods lol. Can't wait to see what you bring to us.
SirProok  [author] 13 Jul @ 1:07pm 
@[SSe] TheOne I'll preface this with I've not looked at their framework to see how vehicles are handled.

If they are handled as a pawn/creature, then yes. If they are their own class/creation then no.
SirProok  [author] 13 Jul @ 1:05pm 
@ElectricSkull *Angry Crustacean Noises*
SirProok  [author] 13 Jul @ 1:04pm 
@RBDR I'm flattered I somehow found my way into the same sentence as those mods.

I'll need to do several polish passes over the existing mods and likely revisit the new ones too.

The code is a mess as these projects have been where I've been learning C#. As such I am learning cleaner ways of handling things, and new methods that could open the door to more features.

Regardless the principles of standalone mods for each type of tweak, customization of experience, and compatibility first design will stay.
[SSe] TheOne 13 Jul @ 12:41pm 
Does it harden vehicle armor as well? Such as tank from vehicle expanded?
ElectricSkull 13 Jul @ 10:28am 
so this is why the blood shrimp was soo hard to kill
RBDR 13 Jul @ 12:13am 
@SirProok With your other two mods, and then Extended Ranges and Sharp Shots, your WIPs, you've got a quartet of mods worthy of replacing yayo's combat / CE.

Peak.
Doyle 12 Jul @ 1:22pm 
Saintly
SirProok  [author] 12 Jul @ 3:49am 
@Doyle I have two mods in the cooker.

Extended Ranges likely to come out next weekend, this increases the range of weapons.

At the same time or shortly after, Sharp Shots. This will change the aiming/hit chance system. I need to finish writing the code on this as I only have the aiming adjusts done atm.
Doyle 11 Jul @ 8:18pm 
Will you ever make a mod for hit chance? Frustrating how it works in vanilla
TheSurvivor64 11 Jul @ 1:44pm 
After having a SQUIRREL scratch my pawn through a VACSUIT, I've decided I need this mod
gazza_m_bolton 11 Jul @ 9:41am 
Thank you for the explanation
SirProok  [author] 11 Jul @ 9:22am 
@gazza_m_bolton.
Short Version:
It handles them identical to base game.

Long version:
The first thing the mod does is process the damage normally for deflections/reductions.
Then it reverse engineers a combined armor score (should be close to base game), adds any natural armor from genes, implants, ect.
With that new armor, it hardens it and calculates the new damage.
This was done to maximize the compatibility options and is the reason it can work with other armor/combat mods even if the compatibility may be limited as with VCR.
SirProok  [author] 11 Jul @ 9:16am 
@Frank You are likely right. Their system relies on new mechanics like armor being a hard counter to low AP weapons where this mod focuses on adjusting the existing vanilla mechanics.

Now they might work together to patch what happens when AP is enough to pierce armor, but it is likely that there is overlap in settings/methods.
gazza_m_bolton 10 Jul @ 9:20am 
Very quick question how is this working with layering of armor such as flak vest and a flak jacket over top, additionally about armor's which cover multiple layers (middel, outer).