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Medieval Overhaul Balance Patch
   
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Mod, 1.5
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10 May @ 10:08am
25 May @ 11:37am
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Medieval Overhaul Balance Patch

Description
Balance patch for gear and materials in the Medieval Overhaul mod.
Includes 2 new armor items.
Also includes some fixes, like Apparel categories and armor sellable to Armorsmith caravans.

These changes reflect my personal preferences and are not a critique of the original mod's balancing.

Please do give feedback in the comments about any issues you experience or thoughts you have.

Credit to:
SirLalaPyon as the author of Medieval Overhaul and art
EvilEyes and ViralReaction for the 1.5 version of MEO and art

Changes im currently testing:
  • Changing armor tiering from 50/60/70% to 50/65/80%
  • Pine trees drop Dark Wood - More wood options without embarking in Dark Forest
  • Leather Armor from 50% to 55% armor
  • Gambeson / Padded chausses blunt bonus from 10% to 15%

TODO / Plans:
  • Adjust Outfits (Some broken by apparel layer changes, added new items, results in warnings but no actual issues)
  • Maybe give heavy armors / helmets melee hit and/or dodge penalties? More reason not to use heavier armors.
  • Maybe change armor tiering from 50/60/70% to 50/65/80%? Would tankier endgame armors feel good?
  • Differentiate Bows and Crossbows more from each other. Currently Crossbows give a +2 bonus to shooting accuracy but are otherwise very similiar to Bows. They also have a higher ranged cooldown and lower aiming time, ironically making them benefit from quivers MORE than bows do.

List of changes (non-exhaustive):
Almost all materials rebalanced:
  • More effects on item weight, i.e.: Mithril weighs less, Adamantite weighs more
  • More effects on work speed
  • Iron, Steel and Mithril have higher sharp resistance (90%, 100%, 120%)
  • Adamantite has high blunt resistance
  • Bioferrite slightly nerfed
  • Devilstrand significantly nerfed
  • Runeweave slightly nerfed
  • Fabrics, Wools and Leathers generally have Blunt resistance and more of it
  • Leathers had their sharp resistance heavily nerfed, best are similiar to iron
    -Vanilla leathers and fabrics are balanced around items like the duster, but MEO has leather armor with 67% more defense multipliers.
    -Rox leather is no longer a super leather and 'only' a top tier leather. Rox are neither rare nor difficult to fight but had leather similiar to Thrumbos. Now a better version of muffalo fur.
  • Super-Leathers sharp armor nerfed to be more in line with materials like Mithril
    -Still more blunt resistance than before
  • Most metals have 20% flammability (down from 40% in vanilla)
  • Bone is now flammable (40%)
  • Stone materials left as-is

Armor:
  • All Apparel should be moved to it's respective category
  • Armors in 3 general tiers: Light, medium and heavy
    -Generally:
    -Light: 50% armor, 4 crafting skill required
    -Medium: 60% armor, 6 crafting skill required
    -Heavy: 70% armor, 10 crafting skill required
    -Some intermediate armors exist (Chainveil Helmet / Heavy Barbute, Adorned Armor)
    -Crafting skill may depend heavily on the type of item
  • Examples: Light Lamellar from 52% to 50%, Heavy Hauberk at 65%, Full Plate from 73% to 70%
  • All non-Armet Plate helmets from 65% to 70%, Armet still 72%
  • High-end armor generally requires higher crafting skill
  • Item health and costs adjusted to generally be more proportional with body coverage
  • Some weights adjusted
  • Chain armor has a 10% penalty to blunt and heat resistance
    -Partially chain armor has a 5% penalty
    -Heavy Barbute is considered heavy chain (identical stats to chainveil for outfit diversity)

  • Helmets:
    -Basic Helmets, Visored-less Bascinet and Open Sallet only cover the 'Upper Head'
    -Basic Chain Coif moved to 'Protective Clothing' research ('Light' tier armor)
    -Generally higher shooting penalties
    -Generally reduced materials costs
    -Endgame plate helmets are mostly identical stat-wise
    -New: Open Sallet - Heavy equivalent to Open Bascinet (Art from MEO)
    -Hood (MEO) can now also be made from leathers, is slightly more defensive and heat insulating


  • Body armor:
    -Padded armor now covers legs and arms
    -Brigandine Medium armor and only covers the body, but moved to chain armor research

  • Middle Wear:
    -Hauberk cheaper and lower movement penalty
    -Vest heavier but more protective

  • Inner Wear:
    -Gambeson
    -Much more expensive
    -10% blunt resistance bonus
    -Less insulation
    -Padded Surcoat
    -Nerfed to be more in line with Button Down Shirt (Slightly better)

  • Legwear:
    -Somewhat lighter
    -Padded Chausses
    -Now inner layer apparel, exclusive with regular 'pants'
    -Fabric only (no leather)
    -10% blunt resistance bonus
    -Splint and Plate Chausses
    -Now outer apparel, redundant on full-body armors
    -Movement penalty of -0.05 and -0.10 respectively

    -NEW: Mail Chausses
    -Made from chainmail, middle layer apparel
    -Defence identical to Hauberk

  • Handwear:
    -Somewhat heavier
    -More difficult to craft compared to Footwear
    -Heavier and much more work to make
    -More defensive
    -Shooting bonus on Leather gloves to +1 (from +2)
    -Shooting penalty on Splinted gloves to -1 (from -2)

  • Footwear:
    -Somewhat heavier
    -Slightly more work to make
    -More defensive
    -No movement penalty on Splinted Boots (from -0.05)
    -Movement penalty on Plate Boots to -0.05 (from -0.10)

  • Utility:
    -Quivers no longer have a quality and instead of ranged cooldown multiplier of 0.25 have a ranged warmup multiplier of 0.50 (Same benefit as Trigger Happy)

  • Research:
    -Plate armor research now requires Steel research

Weapons:
-Not touched so far (affected by material changes of course)
Popular Discussions View All (1)
1
17 Sep @ 5:09am
BUG
Billo J Dahka
14 Comments
KomfiKat  [author] 17 Sep @ 5:15am 
@dust08 There should be no big changes required, Ill check it and update the mod.
dust08 18 Jul @ 11:32am 
Also I like using CE and for some reason the maille chauses have much less protection than the hauberk, not sure if you can do anything about that
dust08 18 Jul @ 11:31am 
Hey could you update for 1.6? It's just a few minor errors it looks like.
KomfiKat  [author] 27 May @ 5:59am 
@rout Thank you <3
Head 25 May @ 8:55am 
Good mod
Gerewoatle 20 May @ 3:10pm 
@KomfiKat - Given that I've been manually lowering the cooldown on the quivers myself, definitely too strong.

As a strictly personal opinion, I'm ambivalent on them as a whole. I don't think there should be a lot of speeding up Medieval ranged weapons, which should be substantially slower than almost any Industrial ranged weapon. Especially since the Medieval tech level is where melee combat should be at its best and most prominent.

As for the quality, absolutely. I hate any item that quality has no bearing on aside from driving up its wealth value.
KomfiKat  [author] 20 May @ 6:22am 
Currently, quivers reduce ranged cooldowns by 75%. Do you think this is appropiate or too strong?
Also, should quivers have their quality removed? Currently, quality only drives up wealth and makes them last longer.
KomfiKat  [author] 15 May @ 12:41pm 
@Gerewoatle
I checked out the items in VE - ME2 and the plate helmet had such penalties.
I thought it was an interesting way to model the heavily reduced field of vision a full plate helmet has. Helmets with this penalty would probably receive a higher armor values in proportion to the penalty to compensate. The tradeoff would be a higher chance to get hit but hits in general being less threatening.
In regards to melee deadlyness, the buffed gambeson and changes to materials should make pawns more survivable already, especially against blunt damage.
That said, it's still just something I'm thinking about.
KomfiKat  [author] 15 May @ 12:06pm 
@Cactus.jpg
For metal you can always install the 'Metal does not burn' mod and load it after this
For bone, I personally think it does not make sense for structures made of it to be completely impervious to fire. 40% is still much more resilient than wood and will last for quite a bit.
Gerewoatle 15 May @ 12:03pm 
In regards to the idea of giving heavy armor and helmets melee hit/dodge penalties, why do you feel these would be necessary? Medieval armors are already substantially less protective in comparison to their Industrial+ counterparts, and melee weapons have comparatively high AP values. That's on top of melee tending to be much more prominent in Medieval playthroughs as a matter of course, and your main melee characters wanting as much armor as possible to compensate.

Why penalize that?