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Eccentric Tech - Defense Grid
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Update: Mar 22, 2024 @ 3:30pm

Update on 3/22/2024 5:30:13 PM.

Eccentric Tech - Defense Grid v1.2.1

  • Updated Eccentric Projectiles to v5.1.0.0

Update: Mar 14, 2024 @ 10:35pm

Update on 3/15/2024 12:35:11 AM.

Eccentric Tech - Defense Grid v1.2.0

  • Updated for RimWorld v1.5
  • Uploaded new mod icon

Update: Feb 1, 2024 @ 11:37am

Rolled back Eccentric Projectiles library change due to Combat Extended backing out their breaking changes.

Update: Jan 30, 2024 @ 5:00pm

Update on 1/30/2024 7:00:55 PM.

Eccentric Tech - Defense Grid v1.1.6

  • Updated Eccentric Projectiles to v4.2.0.
  • (Combat Extended) Fixed some incompatibility issues with the latest version of Combat Extended that was causing precision guided missiles to malfunction.

Update: Jan 8, 2024 @ 2:29pm

Update on 1/8/2024 4:29:18 PM.

Eccentric Tech - Defense Grid v1.1.5

  • Fixed a bug that caused later slots in a launcher to be unable to be reloaded if any prior slots had no available ordnance in storage.
  • (Combat Extended) Fixed a bug where M39 EMP PGMs were not being considered overhead projectiles and thus were impacting into the side of mountains rather than flying over them.

Update: Jan 5, 2024 @ 9:18am

Update on 1/5/2024 11:18:18 AM.

Eccentric Tech - Defense Grid v1.1.4

  • Fixed the building properties of vertical missile launchers so they no longer block sight.

Update: Jan 2, 2024 @ 7:31pm

Update on 1/2/2024 9:31:15 PM.

Eccentric Tech - Defense Grid v1.1.3

  • (Eccentric Projectiles v4.1.2) - Library resync to fix a bad build. If you are using any mods that use Eccentric Projectiles (Foxy's Armory, Defense Grid, A Rim Reborn, or Heruan), please force-update all of them to receive this update!

Update: Jan 2, 2024 @ 3:54pm

Update on 1/2/2024 5:54:43 PM.

Eccentric Tech - Defense Grid v1.1.2

  • (Combat Extended) Fixed a bug that was causing overlapping projectors to intercept projectiles when they shouldn't be.

Update: Jan 2, 2024 @ 10:05am

Update on 1/2/2024 12:05:16 PM.

Eccentric Tech - Defense Grid v1.1.1

  • (Eccentric Projectiles v4.1.1) - Fixed a bug that caused error barrages when an interceptor grid was built on the edge of a map. If you are using any mods that use Eccentric Projectiles (Foxy's Armory, Defense Grid, A Rim Reborn, or Heruan), please force-update all of them to receive this update!

Update: Dec 31, 2023 @ 9:31pm

Update on 12/31/2023 11:31:37 PM.


Eccentric Tech - Defense Grid v1.1.0

  • Updated Eccentric Projectiles to v4.1.0. This update includes a version checking system that will ensure that future updates are synced and out-of-sync libraries can be detected.
  • Rewrote shield interception logic for better accuracy. This solves several edge case issues in which projectiles being fired out of a field at certain angles would get intercepted. However, as a result the toggleable overlay no longer reflects the actual interception radius; the visual effect of the shield bubble is now the source of truth and the overlay is merely a debug tool that shows the cell cache in which interception is checked or excluded for performance. The toggle now only appears with Dev Mode enabled and its description has been changed to reflect this update.
  • Updated mod settings with more shield display options: you can now have shield bubbles only display when the colony is under attack (StoryDanger at Low or higher) or when a shield or defense network is selected.
  • Shield Projector effect radius can now be adjusted. The radius of the standard Shield Projector has been upgraded from 15 to 8~20 (variable).
  • (New) Added a Wide-Area Shield Projector. This variant projector requires its own High-Energy Shield Core to construct, but has a variable radius of 20~40.
  • (New) Added the ability to customize shield projector colors. This affects the shield bubble overlay, projector emitter, and fired interceptor beams. You can also copy and paste colors between shield projectors, and if you have a copied color then newly constructed projectors will take on the copied color automatically.
  • Added a secret feature to Shield Projectors.
  • Updated remote turret controllers so that they no longer fully occupy the tile they are built on. This means that controllers can now be built under the interaction spot of manned turrets while colonists can still directly take control of the turret if necessary.
  • Rebalanced the cost of M48 high-explosive anti-tank (HEAT) precision guided missiles. They now only require 1 advanced component (down from 2).
  • M48 HEAT PGMs can now lock onto targets wearing Warcaskets.
  • (Vanilla) M48 HEAT PGMs damage increased from 150 Bomb to 250 Bomb (Center Mass). Bomb (Center Mass) has a 60% chance of dealing damage to the target's Core Part (such as a human torso or a centipede's first body ring) and a 40% chance of dealing damage to the target's first-level child parts with a coverage of 10% or greater. This gives M48s a much higher lethality against its designated targets. Does not affect Combat Extended.