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Madness Combat: Half-Mag
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Mod, 1.5
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3.839 MB
28. čvn. 2024 v 16.23
14. čvc. 2024 v 21.38
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Madness Combat: Half-Mag

Popis
This is a Madness Combat inspired mod and the first ever mod I made for a video game!!!!

translation support!

CONTENT

This mod adds in the Half-Mag from the game Madness: Project Nexus.


For this mod, the Half-Mag is a unique pawn that you will mostly encounter in raids, but he can be a loving part of your colony! Mechanics wise, the Half-Mag fulfills the role of a colony ghoul since it is a meaty sponge that can dish out damage, but it has more utility than a ghoul. You also don’t have to worry about its mood.

NEW ENEMY



Half-Mags will show up in pirate and outlander raids. This includes Wasters, Yttakins, and Pigskins with Biotech. They will use their charge attack at the first hostile thing in range(including turrets). It is very possible to juke the charge if the pawn is moving. Try not to get your slowpokes targeted!

Half-Mags cannot charge through walls, and will suffer some damage and a stun if they do. The wall might be heavily damaged or destroyed though, along with any other passable structures or items in the way. You do not want them in your base.

They can also soak a lot of damage and have unique damage mitigation. Anything below 20% penetration that might have hit a Half-Mag’s internal organs will be redirected to its ribcage or skull. Their arms, legs, and torso cannot be destroyed either(pretend it’s just their skin). However, their organs, once exposed, have a higher chance of being hit and will cause extreme bleeding if damaged even mildly. This also means they lose much of their durability when facing melee weapons, snipers, and charge weapons.

In general, Half-Mags are meant to be early-mid game mini-bosses that force you to change things up. By the late game, I expect players to easily be able to deal with them as if they were fodder, but they should be interesting fodder to mess with. Try getting your psycaster to berserk them in a crowd with doomsdays.

Once this mod is installed, a single Half-Mag will come to attack your colony after 10 days. This happens only once and can be disabled in the mod's settings

This is intended as a way to introduce the enemy, especially to new colonies with the tribal or crashed group start. I encourage you all to give it a spin.

RECRUIT-ABLE
Half-Mags can ONLY be hired through orbital combat traders!

They are not full blown colonists and there isn't a naming feature(yet). However they can…

  • Be drafted and controlled directly
  • Can equip weapons(including guns) and shield belts
  • Can be zoned
  • Will only do hauling and firefighting by themselves
  • Other "Dumb labor" tasks will need micromanagement
  • Can only sleep on animal beds(they'll automatically sleep there when injured)
  • Regenerate lost organs and body parts overtime

They can also be managed in the animal tab
And they eat a ton…


Compatibility
only needs Harmony

This mod should be compatible with most other mods! Let me know if issues arise with mods that you believe should be compatible. Keep in mind this mod ADDS onto existing base-game and biotech spawns so you might not see any Half-Mags if another mod alters/replaces the following factions:

  • Base game Pirates
  • Base game Civil Outlander
  • Biotech Waster and Yttakin Pirates
  • Biotech Pigskin Rough Outlander

If there’s enough demand, I can make a patch so Half-Mags can spawn in with factions added by other mods. Though there will be a dedicated faction mod in the far future.

MOD CREDITS

Me: Main creator of this mod. I did the XML/C# and the poopy looking icons
https://steamcommunity.com/id/cooloverlord/
discord: JohnKieser/johnkieser.

Fiendakko/lefaux: commissioned artist that made the Half-Mag sprites. You can see his other amazing work below.
https://steamcommunity.com/id/Foxtrotzero
discord: Fiendakko/lefaux22.


OTHER IMPORTANT CREDITS

This mod directly uses ideas/assets from the PC game Madness: Project Nexus by Gibbing Tree LLC [g.co]

* The Half-Mag is from Madness: Project Nexus (specifically from the arena mode level Fast Track) https://madnesscombat.fandom.com/wiki/Half_Mag

* The Half-Mag charge up sound SFX is directly taken from Madness: Project Nexus

* Lore fluff in the mod is loosely based off Madness: Project Nexus lore


PEOPLE WHO MADE PROJECT NEXUS THAT YOU SHOULD CHECK OUT!!

Krinkles [www.krinkels.net] (artist & OG creator of Madness Combat)

TheSwain [the-swain.newgrounds.com] (programmer for MPN)

Cheshyre [hyperfollow.com] (musician)

Locknar [www.locknar.com](musician & I heard he did most of the SFX for the game so maybe he even made the SFX I stole!)


You can watch Madness Combat right here in this playlist https://youtube.com/playlist?list=PL4F761764995C5F15&si=fVh-vsA2CDIbKHLm

Check out Kingallhobo’s review of my mod! It’s a good showcase, but the part about the raids not working and the shoddy balance is outdated I swear!
https://youtu.be/mpXOBLo2n1I?si=cPNkV_NWT1780G7j
Populární diskuze Zobrazit vše (1)
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29. čvn. 2024 v 7.38
PŘILEPENO: Bug Reporting Thread
cooloverlord
Počet komentářů: 40
matsgudmunds 2. kvě. v 3.02 
will you ever make the mag agent
XaocuT's Show 10. dub. v 10.30 
How the things going with AAHW?
Compatibility with Questionable Ethics Enhanced (Continued) is possible?
I can't use genome sequenser on Half-Mag and clone him.
https://steamcommunity.com/sharedfiles/filedetails/?id=2850854272&tscn=1743743684
cooloverlord  [autor] 4. bře. v 10.43 
@XaocuT's-Show I'll take a look at it. Might be simpler to do than I thought! Though I gotta add the other stuff first

Also to answer your other question from months ago(lol), I believe the militor uses the same ai as most pawns. Though don't worry, when I get to adding agents they'll be a proper swarm and only slightly less expendable than the average militor.
XaocuT's Show 3. bře. v 22.55 
Or at least make CE patch. We all need it
XaocuT's Show 3. bře. v 22.35 
Pls try CE, it is completely different experience
cooloverlord  [autor] 3. bře. v 17.45 
Probably no CE. I am already planning on how to balance future AAHW units and that's hyper focused on vanilla balance plus considering how crazy people go with stuff in the endgame with mods. I could, but it'll be a quick and dirty job that I wouldn't feel good about.

I also never played CE in any of my playthroughs lol.
Памошник ♥♥♥♥ 23. úno. v 11.26 
CE?
XaocuT's Show 24. led. v 10.01 
Can you make AAHW agents with AI of militor?
cooloverlord  [autor] 21. pro. 2024 v 20.05 
Uni has been keeping me really busy. I can't believe I wanted to update this mod(again) during it
somehow! Might still push that update out during the summer. Tho I really wanna work on a full fledged MC mod where you could control your own "AAHW" army. That's gonna take longer and I might just do it in parts somehow. Maybe starting on a base AAHW mod where the dudes are just a bad guy faction you can fight