RimWorld

RimWorld

489 ratings
Vanilla Combat Reloaded
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Mod, 1.3, 1.4, 1.5
File Size
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17.342 MB
Sep 8, 2022 @ 1:13pm
Apr 10 @ 5:41pm
16 Change Notes ( view )

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Vanilla Combat Reloaded

Description
1.5 update is available. Please test this out with other mods to see if there is any issues.

Have you ever felt armor was too squishy? Or pawn accuracy was ridiculously low for your 20 shooting pawn? Maybe you didn't like how anemic bullets felt. Or got mad that hands and feet are not protected by armor.

If you thought about any of these, then this is the mod for you!

Alright, infomercial over, now to explain what is in this mod and how it works.


Advanced armor:

Armor effectiveness is now adjustable. If your armor stat is above this value after subtracting weapon armor penetration, the armor will block all damage.

Weapon AP is now adjustable. Due to the armor change, you may find your weapons are not as effective as you would expect. Global weapon AP can now be scaled up to ensure your weapons are still effective.


Advanced accuracy:

Weapon accuracy and weather accuracy are now affected by a pawn's shooting stat. The accuracy multiplier is adjusted up for each point of shooting stat a pawn has above the value set in settings. A better shooter should be able to get consistent accuracy out of their weapon and be able to adjust for weather conditions. Now they can.

Missed shot restriction:

The distance of a missed shot is based on how far a target is from the pawn, the angle arc for shots to be fired in, and one of 6 options for the distribution behavior. No more bullets landing behind the pawn firing.

Evasion:

Movement speed based evasion provides pawns with an enemy accuracy debuff based on the current speed of your pawn. Useful for moving pawns between cover.
Options include a minimum speed, a scaling factor, and the option to have advanced accuracy affect the effectiveness of the debuff.

Melee Parrying:

Pawns can now parry attacks based on their facing direction and their melee hit chance. Pawns need to have a weapon equipped to parry and cannot parry if hit from the back. The effectiveness of parrying from the side and front are configurable

Targeting Modes and Flanking:

Inspired by [XND] targeting modes and Battletech, you can now select a target height for your attacks with melee and ranged damage workers. Plus, attacks from the side now only hit parts on the same side, and attacks from the back will only hit torso or central body parts. This allows for careful control of what parts of the body are hit based on the height and facing. (note, gizmo textures are currently placeholder)

Custom Damage Workers:

Bullets now have a custom damage worker that is a composite of the melee stab and cut damage workers. The result is a simulated weapon behavior based on a gun's stopping power.
  • Stopping power below 1 will result in bullet "fragmentation" where multiple body parts are hit in a single shot
  • Stopping power between 1 and 1.5 will have the bullet "pass through" the target injuring all parts hit twice
  • Stopping power above 1.5 will have a "mushrooming" effect with increased damage on the initial target and will not spread to other targets
  • Effects of stopping power are neutralized if the shot is reduced by armor
Arrows now have a custom damage worker that is a composite of melee stab and scratch damage workers.
  • Arrows have a chance to force hit an internal target
  • Hitting an internal target behaves just like vanilla with damage to the internal part and the outside part
  • Hitting an external target will try to pick a nearby external part and deal 2/3 of the total damage to both parts, or full damage to 1 part.

Hands and Feet patch:

Armor that covers arms or legs now cover hands or feet as well. Any apparel that covers just hands or feet are moved to the headgear or eye cover level and can be worn along with any armor that covers the arms or legs. This setting needs a restart to be effective.

Acid is Heat patch:

Changes the Biotech Acid damage def to Heat instead of Sharp damage

Thump is Blunt patch:

Changes the Vanilla Thump damage def to Blunt instead of Sharp damage

Glasses are not Helmets patch:

Glasses can now be worn with helmets that only cover the upper head within the same layer. Previously, this was impossible as they interfered with each other's coverage. This patch should not be necessary soon

Mouth covers Nose patch:

The nose bodypart is now properly protected by the mouth bodypart group.

Proper Mask and Face Coverage

Changes Several Vanilla and DLC items to have coverage that is closer to what they visually or thematically cover, and tweaks their rendering when improved headgear layering is enabled.

Headsets are not Helmets

The gunlink, airwire headset, and integrator headsets can be worn along with a helmet.

Array Headset is Glasses

The array headset now can be worn with upper head equipment, and the mech commander helmet is now considered upper head.

Enable improved headgear layering

Apparel Tweaks to Vanilla layering allowing for face apparel to appear under the head and render in the proper order with other hats.

FAQ:

What if I don't want a feature?
Settings are available for every feature listed

Is this compatible with Yayo's combat or CE?
Although it could be used with Yayo's combat, expect some odd behavior if you activate something covered by both mods at the same time. As for CE, it is unlikely to be compatible as CE changes a lot of what is covered here in a different way.

Do you have ammunition options?
This mod does not add ammo, however there are other mods available that do. The common options are LTS ammunition, yayo's combat ammo, and simple ammunition. I do have an ammo mod in testing at https://steamcommunity.com/sharedfiles/filedetails/?id=2953960864

Why does my gun not have the modded behavior?
The damage worker change only affects weapons that use the bullet damage def or inherit from it, if it is a custom damage def, it will not apply. If your weapon has multiple projectiles, it will only use the stopping power of the first projectile since the damage worker can only retrieve the stopping power from the weapon, not the exact projectile.

Why does this mod not seem to do anything?
All settings are disabled by default, I want players to ease themselves into the changes at their own pace.

How do I know if things are working?
There is a new and improved readout page with breakdowns including your weapon's normal and adjusted accuracies, and chances to hit targeted heights

What does this mean for my loadouts? How should I equip my pawns?
I would suggest investing in higher quality armor and weapons.

Credits
Donald: C# and XML patching
Taranchuk: C#
Suvi Dragunova: Cover art
XeoNovaDan: original targeting modes code
Diakon454#8978 and mipe#4008 on Discord: XML Patching
Sandwish and TheCatlover366: Testing and Feedback
Popular Discussions View All (3)
13
May 31 @ 6:01pm
Future suggestions?
d0n41dth3gr34t
4
Mar 18, 2023 @ 11:25am
1.4 Beta Errors
ChemFuel
0
Apr 13 @ 10:54am
Compatbility Summary
Kyrox
323 Comments
Beodyn Jun 2 @ 12:22pm 
Thank you for making this mod, makes Tanks/APCs from Vehicle Framework actually feel like Tanks and APCs. The other changes are also awesome too =)
Gerewoatle May 31 @ 7:56pm 
@Kerimt: See my post one below your own.
Kerimt the fraud May 31 @ 6:01pm 
hi can you make bullet speed multiplier? it's too slow.
Hellbrink May 26 @ 9:36am 
Hi I found an incompatibility with The Heaven Forged Celestial https://steamcommunity.com/sharedfiles/filedetails/?id=3122537632 with all settings in your mod checked whenever melee happens at all or a pawn holding a melee weapon is moused over the error log gets spammed. tested with a minimal modlist with just your mod and heaven forged https://gist.github.com/HugsLibRecordKeeper/6b0415afb984ad784ab2e48d0236b6b8
Kyrox May 21 @ 10:46pm 
The only thing I dislike about this mod compared to Yayo's Combat is that you have no bullet speed modifier change in the settings. Vanilla bullet projectiles are too slow and look ridiculous. Turning up the projectile speeds makes the firearms in the game feel much more realistic.
The Blind One May 20 @ 9:58am 
@Idiot Sandwich

What kind of armor and ap settings did you use?
Idiot Sandwich May 17 @ 6:14am 
Can someone help me with settings, my pawns are getting one shot by bows left and right with recon/marine armor. I understand arrows are still metal bits travelling at high speed but I'm literally loosing 6 marines with 10+ shooting and assault rifles in the dark with dark meme against a handful of tribal with short bows
camden May 15 @ 7:10am 
simple sidearms compatible?
Oldman May 11 @ 7:18pm 
Does the increased accuracy also apply to turrets?