Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
@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)
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
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.
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..
я вернулся на vcr, так как там расчёт более адекватный, чем в ванилле с этим модом
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.
If they are handled as a pawn/creature, then yes. If they are their own class/creation then no.
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.
Peak.
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.
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.
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.