RimWorld

RimWorld

Melee Animation
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Update: Feb 16, 2024 @ 11:47am

Update on 2/16/2024 8:47:37 PM.

Hotfix:
- Fix heads rendering on the wrong map.

Adjustment:
- Pawns that have Fire At Will disabled will no longer automatically use their lasso or execution, regardless of other settings. Note that Fire At Will is only available as an option for pawns with guns.

Update: Feb 16, 2024 @ 8:15am

Update on 2/16/2024 5:14:49 PM.

Features:
- All execution animations now have a non-lethal variant, making the transition from animation back to gameplay when the target is not killed much more smooth.
- Beheading: Humanoid pawns can now be beheaded in an animation. When killed via beheading animation, their head stays on the floor (it is not interactable and de-spawns after re-loading a save). There is currently a single animation that decapitates. More will be made later.
- Added a new idle animation for long weapons.
- Re-enabled the Punt animation. It was disabled due to bugs, which should hopefully be fixed.
- Around 100 more weapons are now supported.

Adjustments:
- Adjusted some default settings slightly.
- Melee fighter pawns will no longer spawn with lassos if they don't meet the skill requirement.
- Pawns can no longer start execution animations if they are stunned.

Fixes:
- Combat AI compatibility fixes.
- Fixed a bug that meant that some existing non-lethal animations would not play.
- Fixed a bug that could cause animations that did not have enough space to be performed to still be triggered.

Next update will be the final large update. It should add the remaining missing feature of hostile duels, as well as a highly requested feature.

Update: Feb 13, 2024 @ 10:58am

Update on 2/13/2024 7:58:30 PM.

- Minor changes to the chance-to-fail settings menu.

Update: Feb 13, 2024 @ 10:40am

Update on 2/13/2024 7:40:32 PM.

New feature:
Execution failure.
Execution attempts now have a chance to fail. Upon failure, the attacking pawn is briefly stunned and the execution attempt is wasted. The chance to fail is purely dependent on melee skill, and can be adjusted or disabled entirely in the mod settings.

The reasoning behind this was to make execution attempts more interesting and strategic. Previously, attempting an execution was always a net positive with no risk involved, which I did not like. Whenever I saw people playing with my mod then generally just spammed executions as soon as the cooldown ran out, because there was no downside in doing so. This should at least have players pause to consider the possible bad outcome.

Other changes:

- Added support for 80 more weapons.
- The execution feature can now be completely disabled, removing it from the mod entirely if you want.
* As a reminder, use a mod like Cherrypicker to remove lasso and Scarlet Edge items from the game if you want.
- The mod now has a full translation interface (previously the settings menu could not be translated).
- Lassos should no longer be able to pull pawns through solid objects such as embrasures. They can still drag them over sandbags and similar low cover, depending on the existing mod settings.
- Several other tweaks and fixes.

Update: Dec 2, 2023 @ 7:35am

Update on 12/2/2023 4:35:18 PM.

- Added support for 200 more weapons from new and existing mods, and support for 24 new mods.
- Update assemblies to latest version of Rimworld.

Update: Sep 12, 2023 @ 8:18am

Update on 9/12/2023 4:18:03 PM.

- Fixed issue in missing tweak reporting, where the wrong mod was reported as missing.

Update: Sep 12, 2023 @ 7:57am

Update on 9/12/2023 3:56:46 PM.

- Various bug fixes and optimisations.
- Added support for 18 new mods, 139 new weapons.

Update: Jul 25, 2023 @ 2:22pm

Update on 7/25/2023 10:22:07 PM.

- Enhancement/fix : Pawns with the Deathless gene will now receive lethal damage instead of being insta-killed by execution animations. This allows them to enter the deathrest state.

Update: Jul 25, 2023 @ 1:22pm

Update on 7/25/2023 9:22:03 PM.

- Fixed bug where animations with particle effects would not mirror correctly.

Update: Jul 21, 2023 @ 10:58am

Update on 7/21/2023 6:58:25 PM.

- Fixed issue where, in animations that caused the weapon to go 'through' an enemy or object, the wrong texture would be used if the weapon was of a non-default style.