RimWorld
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Combat Extended Materials Rebalance
   
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Mod, 1.2, 1.3
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98.362 KB
23 DIC 2020 a las 11:53
6 AGO 2021 a las 22:12
8 notas sobre cambios ( ver )

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Combat Extended Materials Rebalance

En 1 colección creada por supersonic
Supersonic Mod List 2 (Performance Optimized)
159 artículos
Descripción
This mod aims to make medieval/neolithic runs a bit more fun. Also includes a fix for Combat Extended's Vanilla Weapons Expanded's Throwing Knives (In CE currently they have infinite armor pen, there is an additional small patch included in here which corrects this)

Change list
Steel -
Re-added heat armor removed by CE
Increased melee armor penetration factor from base 1 to 1.45
Plasteel
Re-added heat armor removed by CE
Increased melee armor penetration factor from base 1.3 to 2.8
Increased blunt damage multiplier from 0.9 to 1
Increased Max Hitpoints from 2.8 to 4.2
Increased sharp damage multiplier to 1.05
Wood
Increased base sharp protection from 0.1 to 0.33
Increased base blunt protection from 0.2 to 0.8
Increased melee armor penetration factor from 0.3 to 0.95
Uranium
Increased base blunt protection from 1.8 to 3.5
Increased base sharp protection from 1.2 to 3.2
Increased melee armor penetration factor from 1.45 to 3.5
Decreased mass from 2.45 to 1.5 to make it more usable for armor and weapons
Reduced sharp damage multiplier from 1.1 to 1.05
Reduced blunt damage multiplier from 1.5 to 1.25

Thrumbofur
Increased blunt armor from 0.1 to 0.4

This mod can be safely added or removed to a save at any time, so if you want to give it a try there is no risk of messing up your save! (One thing though, since this mod does increase the HP of plasteel, if you craft something with plasteel using this mod and then uninstall the mod, the HP will lower. Conversely, if you have items made of plasteel and ADD to a save, since the max HP of plasteel items are increased, the % durability of your current items will lower)

Update: Added the spear as a one handed tagged weapon

Added longsword as one handed weapon

Added neck coverage to vanilla armour expanded's "light plate armor" (note: if you don't have armour expanded this part of the patch will just be ignored by the game)

Removed middle layer from light plate armor

Edited crossbow to be more viable for player use. May adjust down a bit as it is currently quite strong. Plans to adjust crossbows from other VFE mods accordingly eventually

RECOMMENDED!
Pairs well with my Mithril mod, I designed the stats of the materials to work around these new stats!

https://steamproxy.com/sharedfiles/filedetails/?id=2330716377

Sick of getting your nuts blown off by tribals with shotguns, and ruining your medieval immersion??

No more tribal guns for CE patch! https://steamproxy.com/sharedfiles/filedetails/?id=2337700835
13 comentarios
Dogbone 11 MAY a las 22:51 
Is this mod forgotten? Darn
Overkill 11 MAY 2023 a las 21:01 
I’m assuming the heat armor is for fighting against things like the vanilla expanded lasers?
Master Kang 9 FEB 2023 a las 17:42 
@SolarFlare1234 Why you ask Tynan??He's not the author of any mod
SolarFlare1234 4 FEB 2023 a las 13:45 
wake up mister tynan, wake up and smell the updates
mook <3 19 MAR 2022 a las 12:58 
a longsword is definitely not a one-handed weapon.
DaemosZythaer 18 SEP 2021 a las 11:46 
Are there sliders to adjust your changes? The protection and armor piercing values of wood especially are insane.
Naki 6 SEP 2021 a las 9:47 
I'm seconding a request for a Materials Expanded - Metals patch, I'd love to have them work together nicely.
Richard Mc Nutbuster 2 SEP 2021 a las 8:22 
im currently using CE with materials expanded, and now the edited materials are broken against their counterpart metals, for instance titanium (which is supposed to be slightly worse than plasteel, has like 120% armor pen on melee weapons, but uranium has like 350%!
Richard Mc Nutbuster 2 SEP 2021 a las 8:20 
could a patch for materials expanded - metals be made?
supersonic  [autor] 30 DIC 2020 a las 13:45 
my mistake, was probably thinking of a broadsword/arming sword