RimWorld

RimWorld

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[XND] Ranged Stagger Rebalanced
   
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Mod, 1.0
File Size
Posted
Updated
616.784 KB
Aug 28, 2018 @ 8:29am
Oct 17, 2018 @ 10:38am
6 Change Notes ( view )

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[XND] Ranged Stagger Rebalanced

Description
Direct download from GitHub[github.com] (source[github.com])

Compatibility
Naturally won't work with Beta 18.

Stopping power patching is done dynamically through C# for weapons which have the default stopping power of 0.5. For those with their own defined stopping power, they will need patching to be consistent balance-wise.

For details on which weapons have been dynamically patched and which weapons haven't been patched, this mod will leave lists detailing each of those in the output console and log upon startup.

Mods that have been patched for this mod:
The above patches have been integrated into Ranged Stagger Rebalanced itself; no additional downloads are required.

If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.

Overview
In vanilla RimWorld, ranged stagger lasts 95 ticks (just under 1.6 seconds). This 95 ticks is constant, meaning that a staggered pawn will move at 1/6th of their normal movement speed for that duration regardless of if their body size is considerably lower than the projectile's stopping power, or if their body size is equal to that stopping power.

Ranged Stagger Rebalanced somewhat changes the way that this duration works by making it dynamic. It changes ranged stagger and stopping power in the following ways:
  • The base ranged stagger duration is now 120 ticks (2 seconds). A pawn with a body size that's less than or equal to 20% of the stopping power gets staggered for the full duration; a pawn with a body size that's equal to the stopping power gets staggered for 20% of the base duration. This duration transitions smoothly (e.g. body size that's 80% of the stopping power gets staggered for 40% duration).
  • Most projectiles now have a stopping power that's equivalent to their base damage x 0.1. This is multiplied by a further 1.5x for the LMG and shotguns
  • Stopping power scales with quality in the same way that damage does

Note: With v1.1, there's an opt-in experimental formula which can be toggled in the mod settings menu. It changes the ranged stagger duration formula to the following:
  • The base ranged stagger duration is still 120 ticks (2 seconds)
  • If stopping power is equal to the pawn's body size, the pawn gets staggered for 20% of the base duration
  • If stopping power is 1.5x the pawn's body size, the pawn gets staggered for 50% of the base duration
  • If stopping power is 3x the pawn's body size, the pawn gets staggered for the full duration

To put this new formula into perspective, this table shows the baseline stagger duration for each conventional weapon against a human, in seconds:

Weapon
Damage
Vanilla
Rebalanced
Experimental
Revolver
12
1.58
0.73
0.63
Autopistol
10
-
0.4
0.4
Machine Pistol
6
-
-
-
Bolt-Action Rifle
18
1.58
1.28
1.2
Pump Shotgun
18
1.58
1.67
1.8
Chain Shotgun
18
1.58
1.67
1.8
Heavy SMG
12
-
0.73
0.63
LMG
11
1.58
1.18
1.1
Assault Rifle
11
-
0.58
0.52
Sniper Rifle
25
1.58
1.6
1.67
Minigun
10
-
0.4
0.4
Short bow
11
-
0.58
0.52
Pila
25
1.58
1.6
1.67
Recurve bow
14
1.58
0.97
0.88
Greatbow
17
1.58
1.22
1.13
Charge Rifle
15
-
1.07
1
Charge Lance
30
1.58
1.73
2

If you have any feedback, feel free to let me know!

Powered by the Harmony Patch Library.

Credits
Brrainz - for their fantastic Harmony Patch Library!
Marnador - for the RimWorld-style font
Mehni - for rubberducking. Quack quack!

License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
29 Comments
JessieFeathers Aug 24, 2020 @ 12:40pm 
1.2?
slayde Mar 2, 2020 @ 2:09pm 
As far as I understood from author's comments for his other mod - survival tools, XoeNovaDan isn't against if somebody else updates his modes, but unfortunately doesn't have spare time right now. So if someone is up to taking these that would be great!
XeoNovaDan  [author] Feb 22, 2020 @ 9:01am 
Note for 1.1: This mod will not be updated
Deaxsa Jan 15, 2020 @ 2:34pm 
@xeonovadan, does this work with shotguns which I have created with my own mods to simulate your proper shotguns mod? How does this interact with burst fire 0 ticks vs nonzero ticks?
dninemfive Apr 24, 2019 @ 9:03am 
Looks like you left some debug code on - with the dev log on I get messages saying how long each stagger will last.
XeoNovaDan  [author] Jan 21, 2019 @ 2:51pm 
@101=5, bryan=5 - The actual stagger duration rebalance applies to all weapons, but only some mod weapons actually get rebalanced stopping power values.

@Croni - Yes
Bryan=0101 Jan 21, 2019 @ 1:21pm 
So it won't work on any mods that add weapons?
Croni Dec 24, 2018 @ 1:04pm 
Does experimental formula work on all modded weapons or they still need to be patched?

I use weapons from Sparkling Worlds mod and having few weapons without stagger at all would be weird
bungus Oct 29, 2018 @ 12:52am 
So this mod changes every weapon dynamically, is there a way to remove the stagger from just the minigun after all the other weapons get changed?
XeoNovaDan  [author] Sep 16, 2018 @ 1:28am 
@bearhiderug - Nope. Though the duration does restart for each shot that hits.