RimWorld

RimWorld

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Armored Up
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Mod, 1.5
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18.821 MB
17.11.2024 klo 19.12
29.11.2024 klo 15.16
6 muutosilmoitusta ( näytä )

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Armored Up

Kuvaus
11/29 Big Update! Fixed errors from not having B&S or Vehicles Framework; Added vehicles support! Fixed some mod behaviors to work better! Fixed a bug causing most weapons to inherit both damage and AP bonuses to their AP due to most vanilla weapons using the default AP value (1.5% AP per point of damage). Please use the 'reset' button in mod options to load new defaults.
To be clear, since the default 1.5x damage mult was being included in many weapons' AP, it resulted in default-AP weapons (almost all melee, most weapons except notably charged and shotguns) getting 3x the AP, while others only had 2. If you have custom settings, you'll need to increase your AP mults by an amount equal to the appropriate damage mults; save that I took this chance to give ranged weapons an AP advantage over melee.


Alters the armor system to use more detailed mechanics of damage and resistance, blunt trauma, and armor degradation, with dozens of configurable options. Made because I love CE's armor mechanics, and wanted a similar experience outside of CE.

Implements a 'full block' AP vs AR system, where damage is handled deterministically rather than by random rolls. Blocked damage can produce blunt trauma injuries, often well before penetration, especially with high impact weapons like shotguns. Adds a (configurable) penalty to medieval apparel vs industrial+ ranged weapons.

Extremely configurable, with settings to tailor damage, AP, and many armor mechanics, all implemented in real time. The options menu has quite a few details in the tooltips for the more complex options, and experimenting is recommended. The default settings will be my best estimate for a solid experience, but you may wish to alter them for your own ends.

Armor Concepts
The following assume default settings.
  • Armor Penetration vs Armor Rating: Attacks only penetrate when AP is greater than AR. AP is spent to defeat AR, reducing it with every layer hit. Damage only gets through if there's AP leftover.
  • Damage Reduction: The damage of a hit is proportional to how much AP actually gets through, from 0 to 100%
  • Blunt Trauma: Blocked sharp and heat damage produces a blunt trauma hit. This is half the blocked portion of damage, with AP equal to the blocked AP. The blunt AP is then increased by half of any stopping power >1 that the attack has. Weapons with strong stunning impacts like the bolt-action and shotguns tend to produce big blunt hits.
  • Lethality: By default, damage is higher. AP is much higher, but armor generally still blocks more. Even some basic clothing layers will take a decent sting out of weaker weapons.
  • Armor Destruction: Apparel wears out faster. If it's stronger than the attack, it takes less damage, but there's a minimum % of incoming damage that will still be applied. That same minimum is also the minimum % done to armor, even if it blocks almost nothing of the hit!
  • Armor durability and layers: Armor resistance is proportional to durability, and layered armor gets a significant bonus.
  • Hard Armor: Armor gets a bonus to blunt protection based on its ratio of blunt to sharp; Flak vests are the baseline, at 36% blunt to sharp. Anything higher than that gets a bonus to make it better at blocking blunt trauma.

Vehicle Concepts
The following assume default settings.
  • Basic mechanics: Armor applies mostly as above. Similarly to normal vehicles, a hit can potentially punch through and hit multiple components, to a limit of the size of the vehicle. Outside components take damage first.
  • Very Hard Armor: Vehicles don't take blunt trauma. Their blunt resistance is solely used to defend against naturally blunt attacks.
  • Bounce or Bust: Vehicle components take significantly reduced damage from hits that don't penetrate, and degrades extremely quickly against ones that do.
  • Blowthrough: Components take damage based on the amount blocked, but the hit's AP and damage is reduced by the square of that amount. So if 50% would have been blocked, 50% x 50% = only 25% damage and AP is blocked.
  • Armor Curve Scaling: Component armor is scaled by a curve; it tries to give very minimal resistance to normally 'unarmored' vehicles, enough to stop bolt-action rifles and similar to lightly armored vehicles, enough to stop snipers and other heavy guns to medium armor, and enough to stop most any vanilla weapon to heavy armor. Most vehicles are very significantly more durable as long as they aren't being hit by high AP weapons.
  • Fish in a Barrel: the very low armor of unarmored vehicles means unarmored transports like the snatcher are not great places to be when taking fire unless you're heavily armored yourself!

Save game?
Fully compatible to add. Be careful removing it if anything has the Battered condition, as there will be errors at next load. I'm not sure if they're one-time or not, so to be save, use dev mode to heal the condition.
Recommended/Not Recommended:
Already includes a patch for removing the cap on AR, so you don't need a mod for that! Adds Industrial tag to flak pants and jacket, and removes the flat 50% AP from spears.
  • Be cautious with mods that improve armor, either through better quality mods, or stuffables. Armor is *much* stronger by default in this mod.
  • The default settings *do* include my personal use of Just a Flesh Wound with more conservative part destruction/lethality settings, but higher pain and bleeding multipliers.
  • Vanilla Expanded: Great fun, but beware a few balance issues; the Anti-material Rifle is gratuitously strong, and the sawn-off shotgun uses a default AP, unlike other shotguns which are coded to a lower-than-default AP value, making it approximately as armor piercing as the Bolt Action. I might do a sweep of VE content for some minor patches as well.
  • Mechanoid Mods: Mechs, by default, have terrible armor. Mechanoid Armor Editor is a good generic solution, or perhaps Stronger Vanilla Mechs.
  • VCR or another accuracy mod: Armor is much tougher, so a higher hit-rate is a good idea.
  • Armor Patchers like VCRs which add armor to hands and feet.
  • Tactical Extremity Protection: Adds lots of fiddly bits that are wearable with flak vests. Also adds a flak duster, I believe.
  • A mending mod, to keep your armor actually working.
Incompatible with:
  • Advanced Armor in Vanilla Combat Reloaded - which is also pointless with this mod
  • Yayo's Combat advanced armor - ditto
  • Thick Armor - included similar effect
  • CE - somewhat obvious, I think
Compatible with:
  • Big and Small - patches the Indestructible Apparel gene to work in a sensible way with this mod's mechanics - forces apparel protection, and recovers all apparel as a similar rate to natural armor.
  • VFE Pirates - supported and Warcaskets will use the 'battered' system of degrading natural armor, as well as any other armor without hit-points (hopefully), but definitely report issues with any other armor and weapon mods.
  • Vehicles Framework - See above for details.
Missing/Needs?
Currently uses hardcoded strings, as I was not about to write up a whole translation file after the pain of writing that settings menu. If anyone wants to provide one, I'll edit the files to use it and credit you :P
If there's any other common mods that introduce invulnerable armors, etc, let me know.
49 kommenttia
Saber Caster 15.8. klo 7.58 
1.6 is out? can be used?
ndm20070826 11.8. klo 16.10 
1.6plz
THUNDER 9.8. klo 2.05 
1.6PIZZZZ
tAoxIrUa 8.8. klo 1.29 
1.6plzzz:alina_cry:
我称我为乐子人 1.8. klo 23.37 
1.6plz,we reallly need your help:steamfacepalm:
观察者MMM 26.7. klo 8.30 
1.6plz
kiny 19.7. klo 18.30 
1.6plz
BigDark 19.7. klo 9.28 
1.6plz
一人我星巴克 18.7. klo 22.33 
1.6plz
懒大神 18.7. klo 6.58 
1.6pls