RimWorld

RimWorld

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Hardened Armor
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Mod, 1.5, 1.6
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153.051 KB
2 Jul @ 5:39pm
25 Jul @ 6:16pm
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Hardened Armor

In 1 collection by SirProok
Combat Controlled
4 items
Description
Hardened Armor

"You’ve got armor. They’ve got shivs. No excuses."



In RimWorld combat, a bullet to the flak vest shouldn’t leave you bleeding out while raiders loot your fridge.
It should deflect off, make a satisfying clink, and serve to show the attackers how pathetic they really are.

Hardened Armor makes armor hard.

Gone are the days of shivs through cataphract armor.

Now are the times of the cataphracts.



Features:
- Armor Hardening: Serves as a multiplier on existing armor toughness.
- Weapon Hardening: Makes AP matter more. Just because you are hiding in an armor shell does not mean an anti-material rifle cannot still say hello to your innards...
- Control your experience: Use sliders to set custom values to fine tune your experience.
- Compatibility: Uses base game armor values and weapon stats so is compatible with anything designed to be compatible with vanilla Ribaorld.

Built for Ruggedness, Not Bickering

No funny business, no special exceptions — Hardened Armor was written to just work.

All the mod does is redo armor and subsequent damage/body part hit calculations. There should be no conflict with any mod that uses existing armor values in game.

Theoretically, this should be CE compatible, but you may experience some weird interactions and need to tweak the default settings to get your desired pain level playing experience.

It applies to colonists, raiders, animals, mechanoids, and any new horrors other modders dream up.

Check out the verbose logging or the below discussion that goes through the exact math.



It’s not just a fancy armored box.
It’s a functional fancy armored box.



If you enjoy these mods, consider donating to the potato fund! --> https://ko-fi.com/sirprook



Now with 25% less existential dread of lost lungs!
Popular Discussions View All (1)
0
2 Jul @ 5:42pm
What does this mod do and how does it do it?
SirProok
148 Comments
SirProok  [author] 23 Sep @ 4:36pm 
@DICK NUTS You understand my relationship with CE perfectly.
SirProok  [author] 23 Sep @ 4:35pm 
@ohluitvaenri Definitely an option. My next mods are going to try and find ways to do fun combat things themed with the different dlc (but not requiring those dlc if possible). I am doing a big solid ponder on how to best implement my next mod. However, I've been working weekends and it'll be a bit before I get some free time again.
DICK NUTS 20 Sep @ 1:45am 
your mods are the best as alternative to CE, CE is great but to much for me.
ohluitvaenri 18 Sep @ 6:32pm 
im not sure this is the right place to suggest, but would it be possible to make a mod where armor% scales with durability? so lower durability = less armor?
SirProok  [author] 15 Sep @ 3:54pm 
@o0Zeke0o This *should* work with Yayo's, but you'd want to tweak the settings to adjust for their armor/AP values. Likely set to hard armor preset.

Adjust armor hardening towards 1 and weapon hardening up until you are happy with the results.
o0Zeke0o 15 Sep @ 9:37am 
but if there's a mod to edit the global AP let me know
o0Zeke0o 15 Sep @ 9:37am 
also is it fine using this mod with yayo's combat? i just want to change the armor pen to make it higher
o0Zeke0o 15 Sep @ 9:36am 
"Doing a dev quicktest and spawning a set of cataphract armor, another pawn is using a starter bolt-action rifle. 156% armor vs 26% armor penetration. While many shots are blinking off the armor, the shooter is still able to damage the armored pawn sometimes, even for 15 damage.

Such damage wouldn't be possible in vanilla."

Wrong

156 armor - 26 = 130 armor

(Roll between 0 and 100)

if roll > 65 deals half damage
can't deal full damage though

but still, maybe he got hit in the hands or feet
girk 19 Aug @ 12:38am 
the values in default armor multiplier are set to 2.0? so 20 melee with a mace still beats up a pawn with cataphract armor?