RimWorld

RimWorld

Power Armor Rebalance Patch
21 Comments
Kindente Oct 24, 2022 @ 9:59am 
Hi maledin, would it be possible to get an update for 1.4 along with adding the new biotech armor? (mechcommander helmet, mechlord helmet and mechlord suit)
Lucky Mar 5, 2022 @ 4:11pm 
Is It okay if I upload a version of this that includes warcaskets, crypto armor and possibly other power type armors?
Lucky Mar 4, 2022 @ 6:38pm 
Any plans to add a patch for warcaskets?
ELLIOTTCABLE on Discord Mar 4, 2022 @ 10:48am 
Any chance of this mod bringing the top-tier / non-craftable Spartan Foundry armors in-line with the Vanilla/VAE armors? (Almost 100,000 subs, between the original and Mlie's continued version! Totally worth your time, I hope!)

They're intended to be end-game, and really treasured pieces of kit, once you find one. I suggest you make them their entirely-own "Tier Four." Also, toxic-protection is the entire point of one tier of that armor - I'd suggest either:

1. not adding toxic-protection to every other power-armor if Spartan Foundry is installed, *or*,
2. patching the toxic-protection Spartan armor down to 0% chance of occurring in the world/vendors/rewards, to effectively remove it from the game.

Just my 2 cents!
maledin  [author] Jan 2, 2022 @ 9:11am 
@The Guy It should automatically sort to be loaded after everything it modifies (Core, Royalty, Save Our Ship 2, Vanilla Armour Expanded, etc.). I can't recall if the base game automatically sorts mods, but you can get a mod manager like, well... Mod Manager or RimPy to do that for you.
The Guy Jan 2, 2022 @ 9:05am 
Thank you so much for making this mod. This makes power armor a lot better!

I assume this should go near the bottom of the mod list, right?
maledin  [author] Jan 1, 2022 @ 6:38pm 
@Kindente Yeah, that's more reasonable. I updated it to be 30%/50%/75%.
Kindente Jan 1, 2022 @ 5:52pm 
Oh, I didn't realize you also wrote another comment while I was writing. I think 25/50/75 works better. It let's you progresively work for longer under toxic fallout without completely negating its effects
maledin  [author] Jan 1, 2022 @ 5:35pm 
@Kindente oof, I just read your comment after uploading the update with the 50%/75%/100% toxic sensitivity reduction. I can tone it down a bit though, what would you suggest?
Kindente Jan 1, 2022 @ 4:31pm 
That would be nice, specially in a not so op way as that mod (a full set of power armor gives 100%) but it's the only mod that did that before
maledin  [author] Jan 1, 2022 @ 4:29pm 
I'm just going to go ahead and add toxic sensitivity to power armors just like that mod does: 50% for full recon-tier, 75% for full marine-tier, and 100% for full cataphract-tier armors.
maledin  [author] Jan 1, 2022 @ 4:26pm 
@Kindente I'm not against the idea of adding more toxic sensitivity to the power armors by default though, so I can go ahead and add that feature so you can just run one mod.
Kindente Jan 1, 2022 @ 4:26pm 
Ah, yes, I have a mod that adds that. It's called "Sealed Power Armour". Thank you for looking into it
maledin  [author] Jan 1, 2022 @ 3:51pm 
@Kindente Thanks for pointing that out. I just looked into it and it looks like you must have another mod that adds the ToxicSensitivity attribute to those armors (they don't have any by default). The recent update shouldn't have changed anything in that regard on my end, since Insulation_Cold and equippedStatOffsets don't interact in any way.

I'm kind of at a loss for why you'd get these errors though. Can you try and figure out which mod adds ToxicSensitvity so I could take a look at it?
Kindente Dec 31, 2021 @ 6:40am 
Hello, after the last update I've got a few errors about a duplicate xml node in the power, recon, grenadier and locust armor.

Here is the log: https://gist.github.com/ac1bf1e375f8b7a3156135f49ecabda4
ꓤOꓕ∀NƎƎꓭꓭՈꓭ 🙃 Dec 30, 2021 @ 12:12pm 
This is the stat bumps I wanted in order to use vanilla armor instead of all of the modded armor I currently use. Not overpowered, but also not the significant disadvantages in vanilla.
:knight:
Up to this point, most vanilla armor was 'vendor trash' in my middle/late game. :steamsad:
Thank You! :TheDonuts:
maledin  [author] Dec 30, 2021 @ 11:01am 
Went ahead and made the additional cold insulation (50C) baseline with or without SOS2. With SOS2 the cold insulation for the armor jumps up to 100C.
maledin  [author] Dec 30, 2021 @ 10:27am 
@[RTB]Sarianos, I actually did add that, but only if you're running SOS2 (so that you can survive in space). I can make that aspect baseline though if you feel it's appropriate. I just didn't want to make the power armor too powerful if you're not running SOS2.

Let me know what you think. Baseline SOS2 cold insulation is 50C/90F (as opposed to vanilla 32C/50F). I'll look into making it an option that you can tick in game too.
[RTB] Sarianos Dec 30, 2021 @ 8:06am 
@maledin Would you consider including a fix for the thermal insulation stats of power armour? As it currently stands a pawn can easily freeze to death while inside of a sealed suit of power armour.
Broms Dec 29, 2021 @ 5:07am 
Cool patch.thanks for making this and sharing it
maledin  [author] Dec 28, 2021 @ 2:06pm 
Kinda forgot that baseline cataphract armor was Royalty content and not vanilla, so disregard the picture's label for it.