RimWorld

RimWorld

Ikke nok vurderinger
[Retired] Charged Armoury
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4
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1.150 MB
15. jan. 2018 kl. 15:32
28. okt. 2022 kl. 6:32
6 ændringsbemærkninger ( vis )

Abonner for at downloade
[Retired] Charged Armoury

Beskrivelse
Retired! I can't be bothered to try rebalancing these every update.

Two knock-out guns (which can on occasion, or when used on small animals, kill), four hypercharge weapons, a knife, and a sword for your murdering pleasure. Sword texture by GinaTonic.

All weapons are craftable after the charged shot research. Since they are fairly expensive, you should only encounter raiders carrying them in midgame (or if you accidentally got very rich early on).
This mod should be perfectly safe to add to a running game and there are no known mod conflicts. At this moment I have no immediate plans to make any sort of patches.

I am aware that these are high-damage weapons. While I have tried to keep them reasonably balanced, some people might find them OP. I have worked on these for a long time and it's unlikely that I will rebalance them any time soon
The knock-out weapons are a bit cheaty, since they make handling manhunter packs and mechanoids very easy.
I personally believe that everyone can play games as they want. Whether you choose to use them only to incapacitate rowdy colonists, to knock out every foe you can find or to avoid them completely is up to you.

Note for people who play with dev mode: Rimworld doesn't always handle it well when the knock-out weapons crit and down a pawn in a single shot. The log will pop open, but this error can be safely ignored.
9 kommentarer
dikrida!! 10. sep. 2020 kl. 17:38 
I think this is incompatible with combat extended
cucumpear  [ophavsmand] 1. feb. 2019 kl. 15:53 
Not that I know of. ^^
Natalo77 1. feb. 2019 kl. 13:49 
Any hard incompatabilites?
cucumpear  [ophavsmand] 14. aug. 2018 kl. 2:35 
@Catlord9001 https://www.dropbox.com/s/7hp9ugwy478vzrr/ChargedArmoury.zip?dl=0
I usually have stuff on github but apparently I update that (*shame bell*).
Tal'Raziid 13. aug. 2018 kl. 17:33 
Lol yeah, for some reason colonists with Frontier Rifles dotn use the bayonet
Catlord9001 13. aug. 2018 kl. 17:13 
oh, and i also kind of want to make the hyperknife and hybersword do toxic buildup like cobra bites do, like i did to the vanilla spear and longsword.
Catlord9001 13. aug. 2018 kl. 17:08 
would it be possible to get a direct download for this mod? asking because i kind of want to remove the pommel-bash attack from the hyperknife since my colonists seem to hate using the sharp end of the stabbing weapon, even when fighting unarmored tribals or animals.
Tal'Raziid 19. jan. 2018 kl. 22:16 
Another possible way to improve the knock out weapons (in my opinion), is to make it so that the knock out effect doesnt have to be treated multiple times as a disease, since it seems to be some form of electro-kinetic weapon, rather than a poison or toxin
Tal'Raziid 19. jan. 2018 kl. 22:00 
Could you possibly tone down the knock out rifle? Perhaps lowered accuracy a bit, and increase the number of hits required for knockout a little?