RimWorld
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Rebound (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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485.269 KB
20 ABR 2020 a las 10:34
6 AGO a las 6:58
24 notas sobre cambios ( ver )

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Rebound (Continued)

En 1 colección creada por Mlie
Mlie's resurrected mods
973 artículos
Descripción

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 comentarios
Mlie  [autor] 22 OCT a las 10:56 
@vexxn0va Im not planning on doing any such changes of the mod
vexxn0va 22 OCT a las 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 SEP a las 11:59 
Mlie  [autor] 23 SEP a las 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 SEP a las 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 SEP a las 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 AGO a las 7:11 
Actually, there has been bug from steam which causes downloading errors these days...
Mlie  [autor] 6 AGO a las 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 AGO a las 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  [autor] 6 AGO a las 12:50 
@ODevil You mean if you unsubscribe and subscribe again? Or are you using some non-steam downloader?