RimWorld

RimWorld

Valkyrie Mech (Continued)
24 Comments
Zaljerem  [author] Aug 24 @ 5:51pm 
Thanks, 1.0.6 now live with Muzzle Flash compatibility.
白咕咕  [author] Aug 24 @ 9:15am 
Modified the loading order of LoadFolders and changed the patch XML file path to \MuzzleFlash\Patches. The system no longer throws errors when MuzzleFlash is absent. The updates have been committed to GitHub.
Zaljerem  [author] Aug 24 @ 8:36am 
1.0.5 now live, with your rebalance.

Please note: I had to remove your patches; SafePatcher type doesn't necessarily exist, nor does MuzzleFlash, need a bit more checking around that.
Zaljerem  [author] Aug 24 @ 8:30am 
Of course! And thank you for this! I continue a lot of mods, and they don't necessarily get the care and love they need and deserve unless someone like you comes along. Greatly appreciated!
白咕咕  [author] Aug 24 @ 2:49am 
https://github.com/UnbrilliantGlory/Valkyrie-Mech-Continued-
May I join the contributors of (Continued)? I've sent a friend request.
Zaljerem  [author] Aug 22 @ 9:27am 
By all means, send me your changes. They sound reasonable and correct to me. :)
白咕咕  [author] Aug 22 @ 1:09am 
On the surface, Valkyrie possesses a melee weapon with a DPS as high as 11.43. However, since it uses its fists in melee combat—with a melee hit rate of 62% (the same as the Mantis)—its actual melee DPS is only 6.0, which is even lower than the Mantis's melee DPS of 6.2.
Its HP is only half that of the Mantis, yet its DPS is lower. Its ability involves charging quickly at enemies with its fragile body.
The melee Valkyrie's HP needs to be increased, or its weapon stats need to be adjusted. Otherwise, even with a cost of 2, it remains too weak.

The issue with the Charge Spear's range:
If the ranged Valkyrie fires Charge bullets (which I believe it should, based on its appearance and the word "Charge" in its name), then its range (35) being longer than that of the Charge Lance (33) seems unreasonable. It might be more appropriate to set it to 31 or 32.
白咕咕  [author] Aug 22 @ 12:48am 
Besides, I have identified some other issues, such as incorrect attributes in the XML, compatibility patches with Muzzle Flash, and further balance concerns. The Valkyrie is weaker than I initially expected, and the Charge Spear has some range-related problems. If you agree with my reasoning for the balance adjustments, I can directly send you the fixed files. If not, I may need to create another mod Continued
Zaljerem  [author] Aug 21 @ 11:19am 
Thank you, that helps me. I will put together an update.
白咕咕  [author] Aug 21 @ 10:20am 
1.The Valkyrie's Charge Spear has an incorrect projectile type.

2.The Valkyrie sometimes permanently loses its weapon, though the exact conditions under which this occurs are currently uncertain.

3.Balance issue: The Valkyrie's cost is too high.

The Mantis has a cost of 2, and its torso has 53 durability.
The Valkyrie has a cost of 3, yet its torso only has 28 durability.
A 2-cost Mantis can easily defeat a 3-cost Valkyrie in a 1v1 scenario.

It is hard to imagine that this is a mechanoid unit named "Valkyrie." Despite its exquisite appearance, its combat performance is pitifully weak. Its cost should not be 3—perhaps it should be 2—otherwise, its value for money is far too low.
Zaljerem  [author] Aug 21 @ 10:09am 
Well, I didn't design the mod, only continued it; I'm open to any and all balance suggestions, and improvements. What exactly are you asking me to do?
白咕咕  [author] Aug 21 @ 9:48am 
The png of the Charge Spear also indicates that it is an electric charge weapon, yet it fires projectiles called Stingers, which appears rather bizarre.
NexionSE of the Cm.G. Dec 4, 2024 @ 10:49pm 
is there an incompatibility or is there no resurrection for this ones?
Axon Sep 15, 2024 @ 10:31pm 
Is this new version CE compatible?
SirArlen May 13, 2024 @ 10:52am 
This is a god send! The original mod was unfortunately released just mere days before biotech dropped and stuck in update hell. Finally i can craft these bad bois
Zaljerem  [author] Apr 30, 2024 @ 5:07am 
Updated: Added mech recipes for ranged and melee variants. Standard subcore, regular mech gestator. I welcome balance suggestions; this is a completely new addition to the mod. Thanks for your patience, and the report!
Zaljerem  [author] Apr 30, 2024 @ 4:50am 
Ah yes, a classic case of getting pulled away halfway through, returning later and thinking you had completed the task. I appreciate the report; putting together an update now.
Teridax Apr 29, 2024 @ 11:31pm 
Very nice to see this updated!

And also that weapon change is very welcome too because i remember trying this mod back in the day but it turned Lancers and Pikemen into rather questionable melee mechs

But during my quick test in game, i noticed the large mech gestator isn't able to produce the melee valkyrie despite being listed in the standard research project

Meanwhile the ranged valk is missing from both the research and the gestator
Zaljerem  [author] Apr 28, 2024 @ 7:28pm 
Updated: Removed mech weapon patch.
Yalkin Apr 28, 2024 @ 7:20pm 
The problem is mechs dont have weapon variety. Each mech type has only a single weapon they use, adding a second weapon makes it so that half the mechs have swords
Zaljerem  [author] Apr 27, 2024 @ 7:02pm 
Seems so, seems to be intended from the original mod. It should be adding the blade to possible weapon tags, not replacing, so mechanoids should still have a variety of weapons. I'll review this and either tweak it or remove it.
Porkathon Apr 27, 2024 @ 6:29pm 
It seems this mod changes the weapons of all mechanoid types? I'm seeing paramedics and modded mechanoids with the stinger blade only.
Vanner Apr 22, 2024 @ 1:33pm 
Thanks!
Gerewoatle Apr 21, 2024 @ 9:27pm 
Thanks a lot!