RimWorld

RimWorld

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Deadly Damage - Damage Realism Mod
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
1.316 MB
Feb 22, 2020 @ 8:46am
May 14 @ 10:21am
65 Change Notes ( view )

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Deadly Damage - Damage Realism Mod

Description
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What is this mod about?

Deadly Damage primarily focuses on increasing firearm damage, but also includes changes to muzzle velocity, weapon range, amount of bleeding caused by certain certain damage types, bomb and flame damage, grenade speed, animal health and damage and much more. These changes affect Neolithic, Medieval, Industrial, Mechanoid, Spacer, Prosthetic and Race-specific weapons (AKA everything the game has to offer. From hand-held logs and beer bottles to falling meteorites.)

Simply, the main point of the mod is to make weapons incredibly dangerous and to make the game adhere more to real world logic as far as damage goes while still at core keeping the spirit of the vanilla game intact. Any further changes should serve this basic idea.

-> Less head-crushing chinchillas, more arm-tearing bears.
-> Less pathetic peashooters, more weapons that actually feel like they were built to kill.
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Notes
  • This mod works on existing saves.
  • This mod page includes only base game content. For DLC content subscribe to the Deadly Damage DLC extensions as well as this one. (Links found at the top of this page)
  • This mod adds two "less-lethal" Riot Control weapons to make capturing valued targets easier. These are the baton-round-firing "Single-shot Riotgun" and the revolver-style "MGL Riotgun".Riot weapons are not toys! Baton rounds may cause permanent injury and/or death.
  • With 1.5 also comes a new weapon: The single-use Light Anti-Tank Launcher, also known as the "LAW".
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MOD COMPATIBILITY
Deadly Damage will work with most mods, but as this is effectively a rebalance with some extras thrown on top, you can't really combine it with mods that add new creatures, vehicles, weapons or apparel and still expect the balance to be sound.
Basically anything with an "attack" or a health bar will likely be out of balance if thrown on top of Deadly Damage.

So to boil it down:
  • New weapons are no-go.
  • New animals and enemies I don't recommend.
  • Adding new apparel may not break the game, but they most likely won't exactly align with the balance of existing apparel.
  • Use vehicle mods at your own risk. I have done zero testing with them and I don't expect them to work as intended, but go ahead and try.

Many weapon and damage related mods will still work. Such as the following:
Simple Sidearms, Blood Animations, Damage indicators, Gore Upon Dismemberment, War Crimes Expanded, just to name a few.
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47 Comments
Hundzigre May 14 @ 1:12am 
Cheers! :)
Monni62  [author] May 13 @ 8:20am 
Thanks for reporting. They're both now fixed. :gorlak:
Hundzigre May 13 @ 3:00am 
Hello, just wanted to report that it somehow breaks Ressurector Mech Serum and Tech Prof Sub persona.
FallenAngel0fDoom Apr 3 @ 8:26pm 
this is great for late medieval/early modern play throughs, muskets dont take like an hour to kill a dude anymore
AltaÍr Sep 16, 2024 @ 11:40am 
does it work with combat extended?
Monni62  [author] Aug 14, 2024 @ 7:05am 
Thanks bro. I'll take it and send one back :broflex::lunar2019coolpig:
Kobyoshi02 Aug 13, 2024 @ 9:31pm 
cool mod take my award
Monni62  [author] Aug 4, 2024 @ 2:45am 
I do however think the injuries and body parts could still be adjusted to make the mod play better.
Monni62  [author] Aug 4, 2024 @ 2:34am 
These deaths are probably due to the "Colonist instant kills" slider in the difficulty settings.

If I recall correctly how it works is that if a body part takes damage that goes over the total HP of said body part, the game kills the character instantly. If the slider is turned down in the custom difficulty settings, the game rolls dice whether to kill or not, if the game doesn't kill, the body part is set to 1HP.
the fire RPG Aug 3, 2024 @ 4:25pm 
what ive found is that people die WAY too easily, not similar to real life. One, even shot in the head, would take a few seconds to die, rather than instantly falling to the ground. The mod however instantly kills with low armour upon a shot to the leg in certain cases!