RimWorld

RimWorld

[B18]Increased Dodge Chance
24 Comments
Mlie 30 Oct, 2020 @ 1:14pm 
Hallgrim 19 Mar, 2019 @ 8:41am 
1.0 ?
Commander 29 Aug, 2018 @ 2:18pm 
b19?
Oddworld86 18 Mar, 2018 @ 2:49am 
Hi, is it compatible with CE mod?
g0jira 6 Jan, 2018 @ 11:01am 
i wonder if there can be mod with range dodge as i want to play medieval rimworld without this damn shields
disastrpc  [author] 7 Dec, 2017 @ 10:26am 
Update: Tweaked post-process curve modifiers. I also now understand a lot better how they work. Anyways, values should be back to normal now. Pawns will peak at 90% dodge chance when at around level 18, but I will also update the lite verson for people that might find this a bit to high.
Astasia 7 Dec, 2017 @ 3:02am 
With the changes to dodge in B18 this is currently adding way too much. Any character with like 5 in melee skill and no other modifiers will have 90% melee dodge.
stevebefe 5 Dec, 2017 @ 2:13pm 
Lovely Mod, but the Dodge rate is a bit too high for my playstyle. Anyway keep up the great work
Tal'Raziid 3 Dec, 2017 @ 12:20am 
Just had a high-melee skill colonist of mine fighting ~5 prisonersin a prison break. 3 minutes into the fight with no hits, other than my colonist getting some bruises. Would the prisoners dodging my skilled warrior be because of this mod, or a lightsabers thing?
Noobih 2 Dec, 2017 @ 10:29pm 
I installed this today on an existing save, and now all of my colonists have 112% melee dodge chance. I have a scenario modifier of +25% to dodge, not sure if that's causing some calculation error
disastrpc  [author] 27 Nov, 2017 @ 8:44pm 
Updated to B18! My apologies for the delay.

It seems the way the game handles dodge chances has changed slightly so let me know if you encounter any issues.
ExoticButts 26 Nov, 2017 @ 10:36pm 
Quick bump as mod wasn't updated on the 22nd :)
disastrpc  [author] 20 Nov, 2017 @ 11:35am 
@Taxi Driver Yes, now that i'm on Thanksgiving break i'll have time. It should be updated tomorrow.
Radical Rust 20 Nov, 2017 @ 5:30am 
Is this going to be updated for B18?
disastrpc  [author] 29 Aug, 2017 @ 11:47am 
@「 LiTe Em uP 」
I'm not too sure how it works myself. But I believe its there to prevent certain things like dodge chances from reaching very high percentages.

And yes, this mod is perfectly safe to be added, and removed mid save.
「 LiTe Em uP 」 28 Aug, 2017 @ 11:35pm 
quick question before i subbed...

what is post procesed curved???

and i assume this mod doesn't leave traces of codes in your saves, which makes the mod safe to uninstall right??
disastrpc  [author] 15 Jun, 2017 @ 12:36am 
@Voiv0 @Collserra

The light version has been uploaded, link is above :flowey: Let me know if you'd like me to tweak it further.
Voiv0 14 Jun, 2017 @ 11:10am 
@ThatOddGuy great mod, but i think a light version would be more adapted, as said by Collserra :)
disastrpc  [author] 12 Jun, 2017 @ 11:56pm 
@Collserra
I know, its mostly a matter of preference. I like my fights to last longer especially on medieval playthroughs, but I can see how some people might not. The tweaked down version should be up soon.
NotTildaSwinton 12 Jun, 2017 @ 10:36pm 
@ThatOddGuy
That'd be great, if it isn't too hard to do. It just seems like with some of my more active colonists, it feels like they dodge almost half of their "hits".
disastrpc  [author] 12 Jun, 2017 @ 10:24pm 
@Collserra
This is a pure xml mod, so there aren't any settings as they are also beyond my coding expertise right now (I am learning though!). What I could do is make a lighter version of the mod, where the chances reach perhaps a max of 40% ish?
NotTildaSwinton 12 Jun, 2017 @ 9:58pm 
I feel like the dodge chance is possibly buffed too much now. Is there a way for us to change the chance overall, I could not find any settings in the mod settings page. If not, would you consider giving us an option in the mod settings?
TheWok 11 Jun, 2017 @ 6:28am 
gj m8
Tyrna 7 Jun, 2017 @ 10:31pm 
Thanks! Now the dodge actually feels useful!:tdealwithit: