RimWorld

RimWorld

Crypto Bionics
 This topic has been pinned, so it's probably important
CatLover366  [developer] 3 Dec, 2023 @ 3:30am
Bug Reports/Balance Issues
Please put any bugs or issues you have in here
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Showing 1-3 of 3 comments
CatLover366  [developer] 3 Dec, 2023 @ 3:31am 
There is an issue where some abilities do not go away if the bionics are destroyed, but I am unsure how to deal with that.
Hamacelos 3 Dec, 2023 @ 6:58am 
the lung abilitie does not work , and makes the lung dissapear on usage:

https://gist.github.com/HugsLibRecordKeeper/03675c93a8947c1dfb3f325ef2e06a33
UltraEmailMan 21 Dec, 2023 @ 1:09pm 
Crypto lung is overpowered to the point of me disabling it via Cherrypicker. One enemy took out a squad of 6 with excellent+ cataphract gear, thrumbofur underarmor, marine gloves and boots, and ranged shield belts before they could even fire a single shot.

On average, they had 200%+ sharp armor, 100%+ blunt armor, 150%+ heat armor. Comfortable temp range was lower than -80C. Shield HP was 150+. All clothing and armor was a hull health. Everyone armorskins and painblockers, with a decent mix of base game bionics as well.

It didn't just down my squad. It destroyed their armor, destroyed their weapons, and even destroyed the under armor on a couple, leaving them completely naked. Three are downed due to missing or damaged legs. Two are dead due to destroyed torsos. One corpse was completely destroyed.

It needs a major rework. It hits WAY too many times, does WAY too much damage, and considering my pawns have bruises instead of frostbite, also does the wrong type of damage.

Out of curiosity, I compared the damage it did to an antigrain warhead. It took THREE warheads detonating point blank to do similar amounts of damage to my squad, and even that didn't damage their gear NEARLY as much.

My suggestion is half has many projectiles, slightly larger radius, MUCH less damage, and make it do heat type damage so heat armor actually protects against it.
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