RimWorld

RimWorld

396 ratings
Watchtowers
7
4
4
7
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
663.175 KB
19 Oct, 2022 @ 2:03pm
27 Jul @ 8:54am
9 Change Notes ( view )

Subscribe to download
Watchtowers

Description
Since it's hard to test everything by myself this mod is in beta and I need your help, please report everything unusual and, of course, any errors

Adds watchtowers from which you can shoot behind walls and other buildings all while reducing cover of enemies the closer they are to a watchtower
Roofs can block LoS, thick roofs block LoS as if they are of infinite height

"Isn't it OP?"
Yes, I believe it is in fact OP. Not only Rimworld wasn't build around shooting through walls but like in case with embrasures mods AI gets a little lost. This in mind I see it as a roleplaying accessory, and not a balanced addition to the game.

Should not break saves on add and on delete, though it's better to deconstruct all watchtowers first

In my tests it did not tank performance, if it does for you I'll see what I can do

Combat Extended incompatible (watchtowers lose their properties), but I'd like to change that

Licensed under MIT https://opensource.org/licenses/MIT

Github planned

Credit

Huge thanks to SirLalaPyon (one of the people who made beautiful Medieval Overhaul!)
and spkymrvk (whom I commissioned some texture work from)
for their help with making this mod more beautiful!
Popular Discussions View All (2)
7
4 Sep, 2024 @ 6:57am
Bugs and conflicts
Dartstriker
1
5 Aug, 2024 @ 2:57pm
CE Fix
Alice (She/Her)
162 Comments
Dartstriker  [author] 28 Aug @ 1:14am 
From the thumbnail. It also supports different color cloth.
Enemies "climb" towers and attack pawns directly. I've yet to teach AI that destroying towers does help.
Futstub 28 Aug @ 12:12am 
Do they use the texture from the thumbnail or from the pics in the workshop?
Also enemies can just attack and destroy them to get your pawns down, right? It's not like they become invulnerable from melee or something?
Earl of Wessex 27 Jul @ 2:01pm 
Cheers, @Dartstriker! Really appreciate it!
Dartstriker  [author] 27 Jul @ 8:55am 
Nevermind, changed it to medieval for 1.6 and onward. Will change for older versions on demand.
Dartstriker  [author] 27 Jul @ 8:35am 
Just realized that the techLevel is still industrial. Let me know if it's a problem, @Earl of Wessex and others
Dartstriker  [author] 27 Jul @ 4:35am 
1.6 is out! Tested base functionality, but may still have quirks with DLC stuff, need a brave soul to help me test it out. Also removed tech requirements. Also it seems that biomes core 1.6 do not use pathfinding framework.
Xiphos Fraznoir 23 Jul @ 11:51am 
1.6 of this is going to be perfect
A7Ranger 22 Jul @ 9:49am 
Take your time, as long as you're still around, that's all that matters :luv:
SIGMA BOI 13 Jul @ 9:12am 
1.6 please
Earl of Wessex 13 Jul @ 3:31am 
@Dartstriker, if you decide to update for 1.6, would you also remove the industrial tech requirement so people doing medieval runs can enjoy this epic mod? Thanks!