RimWorld

RimWorld

500 arvostelua
Rebound (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
Tiedostokoko
Julkaistu
Päivitetty
485.269 KB
20.4.2020 klo 10.34
6.8. klo 6.58
24 muutosilmoitusta ( näytä )

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Rebound (Continued)

1 kokoelmassa, tekijä Mlie
Mlie's resurrected mods
973 luomusta
Kuvaus

Update of AKreedz mod
https://steamproxy.net/sharedfiles/filedetails/?id=1692393812

A brief explanation of the mod as I understand it:
- New trait: Sword Master, low natural chance but automatically added when pawn has 20 in Melee
- Bullets can be rebounded as long as pawn has a Melee-weapon, but player-pawns must be drafted.
- Rebound-chance 0.5 * [Manipulation value, max 100%] * (Melee-skill / 10)
* Example - Manipulation-value: 105%, Melee-skill: 18
0.5 * 1 * 1.8 = 0.9 = 90% chance
- Only projectiles that would have hit the pawn can be rebounded
- Weapon has a chance to take durability-damage when rebounding
0.4 / (Melee-skill/5)
- At 1 durability the weapon is thrown to the ground to avoid getting destroyed
- Projectiles that are too fast cannot be rebounded, speed-limit can be changed in settings.
- Added support for [SYR] Trait Value
- Traditional Chinese translation added, thanks shiuanyue!
- Added a setting to just block the projectiles
- Added setting for disabling automatically getting the rebound trait at melee skill 20
- Added settings for the weapon-damage and base rebound-chance
- Added CE-support
- Any trait can be a rebound-trait by adding a mod-extension to it
- Added setting to change the level where the trait is learned. Supports mods that increases the max-level of skills.



[discord.gg]
[github.com]



For those who came in due to the steam name being in english, but no english description, here is a google translate for you. (By Umbreonic Wizard )

New Features: Sword Master
Low probability random occurrence
This feature is also obtained when the colony's fighting level reaches level 20.

Bullet counter condition:
In the recruitment of colonists, armed with melee weapons (non-colonials do not need to be recruited)

Projection counter probability calculation:
Bomb anti- chance = 50% x colonizer operation ability (up to 100%) x (colonial combat level ÷ 10)

Weapon damage probability calculation:
Damaged chance = 40% ÷ (colonial combat level ÷ 5);
Every time the damaged weapon is lowered 1 Durable
Weapons are automatically thrown to the ground when they reach 1



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: rebound chance
188 kommenttia
Mlie  [tekijä] 22.10. klo 10.56 
@vexxn0va Im not planning on doing any such changes of the mod
vexxn0va 22.10. klo 9.46 
is there a way to make this simply innate with maybe manipulation/sight increasing the chance?, i dont want to make every character just have a 100% of having it since it just makes the trait list look awful
Vra4 28.9. klo 11.59 
Mlie  [tekijä] 23.9. klo 14.52 
@PunisherT1000 No idea, Im not that into the combat side of the game.
But you can probably commission it on the mod market discord
PunisherT1000 23.9. klo 13.55 
@Mlie, I have a question if there is a mod similar to this but for long-range combat that would simply increase the firing range at 20, and if there is no such thing, could you make one, is it very labor-intensive?
Talosh 13.9. klo 2.10 
Is there anywhere where you can see the current rebound chance of a pawn? I can't find it on my pawn with the sword master trait. Thank you for your help and maintaining the mod!
Apraxas 9.8. klo 7.11 
Actually, there has been bug from steam which causes downloading errors these days...
Mlie  [tekijä] 6.8. klo 12.57 
@ODevil The only other thing I know blocks mods from downloading correctly is if you have the game open while unsubbing an active mod. I tested subscribing to the mod now and all files got downloaded so the issue seems to be on your end
ODevil 6.8. klo 12.54 
Unsub and resub, yeah. Steam didn't want to update the mod initially so I did the usual unsub, delete local file, resub and verify files. For some reason it only downloaded the mod with the 1.6 folder inside, the rest was missing.
Mlie  [tekijä] 6.8. klo 12.50 
@ODevil You mean if you unsubscribe and subscribe again? Or are you using some non-steam downloader?