RimWorld

RimWorld

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Fragile Armor
   
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Mod, 1.6
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9 Aug @ 7:47pm
12 Aug @ 3:16pm
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Fragile Armor

In 1 collection by Andromeda
Andromeda's mods
14 items
Description
Just die already!

Sometimes, in large modpacks, you encounter the frustrating situation where your target is simply immune to any damage. And no, the problem isn’t that youre some tribal with a “Short Bow 47% (Poor)”, but that your target has an absurd 8912348218937512931% armor rating. The game just doesn’t provide a reliable way to deal with such massive amounts of defense—there’s no weapon with enough armor penetration. And if you do manage to deal a tiny bit of damage, your fight can drag on for 5, 10, 15, or even more real-life minutes.
It’s outrageous!

It might seem like the problem is that you’ve installed a bunch of hardcore mods, and that’s it? But without them, everything just feels off - everything is way too easy for you. The enemies feel too squishy for you, right?

And simply tweaking the armor stats doesn’t work either — make them a bit lower and enemies are easily taken down, make them a bit higher and they’re like made of titanium again. Wheres the golden mean?

Here’s the golden mean: let’s make it so that enemies are still incredibly hardcore, but if you’re able to fight back, their armor will eventually start to crack and slowly lose its effectiveness.

How it works?

When you deal damage, it accumulates, and after reaching a certain threshold, Fragile Armor effect is applied to the pawn. This effect stacks and increases.
Don’t worry - it won’t make things any easier for you, but it will save you a lot of real-life time.

The formula:

damage before armor * (100% + armor penetration)

The resulting value is added to accumulated damage. This means the more damage and the higher armor penetration of your weapon, the faster this damage accumulates.

For example vanilla Bolt-action rifle:

18 dmg * (100% + 27% AP) = 22.8

On average, the threshold for triggering the effect is about 1250 points. So, after roughly 54 shots at the target, the enemy’s armor will crack and loss 20% stats
Too much? Too little? Adjust it in the settings however you like!
Right now, the value has been chosen empirically for situations where you surround your target with a crowd - something like a mechanoid boss fight.

The effect does not apply to your colonists (but it does apply to colony mechanoids).
When the target pawn dies or goes down, the effect disappears, so don’t worry — you’ll still be able to recruit them without any problems.
For mechanoids, it is repaired easy just like any other damage.



This is relevant, for example, with the following mods:

V.O.I.D.
Stronger Vanilla Mechs
Hardened Armor

but it probably doesn’t make sense for vanilla.
Not compatible with CE, because it already has a similar mechanic built in
18 Comments
TheSimpleDude42 5 Oct @ 1:55am 
After some testing, I see that your mod does not affect the total armor value of pawns, but only the baseline armor value. So, after shooting a bunch of Catafract armored enemies, they lose all Sharp protection, but the armor value still stays above 135%. I guess this is made with mechanoids in mind first, as they don't use extra layers of armor, but for any other enemy, it kinda makes it easier, but not quite. Could you make it subtract from the total value?
TheSimpleDude42 3 Oct @ 11:33am 
This mod is like the last piece of Exodia. You can recreate Combat Extended without the incompatibilities it has by using a few select mods. Vanilla combat reloaded for general Accuracy improvements (you can make your pawns accurate AF using settings). Give them ammo using Yayos combat (turn everything else off for compatibility), Suppression using well.. Suppression mod, improve melee combat using Propper melee mod, Add Grievous wounds to simulate penetration damage, and so on with a lot of QOL mods, BUT among all, no armor durability mods to compensate for the crazy stuff mods can come with, UNTIL this mod. This is the last piece that can make warcaskets. Upgraded mechs with 200% armor, dead man switch robots, compressed raiders, and so on FINALLY manageable using conventional weapons and not 100% penetration op stuff. Truly the best gem of RimWorld workshop.
Andromeda  [author] 24 Sep @ 10:39am 
@ƎNA не знаю что за чертовщина у тебя произошла раз гуль получил этот дебаф, но просто нокни его на землю любым способом и дебаф мгновенно пропадет
ƎNA 24 Sep @ 9:53am 
Подскажи, как убрать дебафф со своего гуля?
тетеря, блин 14 Sep @ 9:10am 
is it compatible with «yayo's combat» armor penetration system?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2854006492
elĐeve 9 Sep @ 2:04am 
maybe now i can fight kraltech
Brindav 22 Aug @ 4:28pm 
Hi love the mod but wanted to know if there was a way for the effect to also affect our own colonists, got some big and small jotun that become invincible once in armor so could be neat if there was a way to make me able to fear a bit for their safety and not let them soak thousands of bullets.
Andromeda  [author] 12 Aug @ 3:16pm 
fixed
Croctus 12 Aug @ 12:42pm 
Can confirm what the others are saying. Animals can't be slaughtered, hunted, or finished off with the allow tool command.
STEVE SCRIGGINS 12 Aug @ 12:20am 
Amazing mod idea, but having the same issue with rosE being unable to slaughter animals, take your time though as its not essential!

JobDriver threw exception in toil Do's initAction for pawn Heath driver=JobDriver_Slaughter (toilIndex=2) driver.job=(Slaughter (Job_56664) A = Thing_AEXP_CatSomali13336 Giver = ThinkNode_QueuedJob [workGiverDef: Slaughter])
System.NullReferenceException: Object reference not set to an instance of an object
at FragileArmor.ArmorCrackWorker.AddArmorCrackTo (Verse.Pawn pawn, System.Single damage, System.Single armorPen, Verse.DamageDef damageDef)
at FragileArmor.Patch_DamageWorker_AddInjury_ApplyToPawn.Prefix (Verse.DamageInfo dinfo, Verse.Pawn pawn) [0x00054] in <1f1afb70b0d6483e8ca5bf501dcccf06>:0
at Verse.DamageWorker_AddInjury.ApplyToPawn (Verse.DamageInfo dinfo, Verse.Pawn pawn)
- PREFIX Andromeda.FragileArmor: Void FragileArmor.Patch_DamageWorker_AddInjury_ApplyToPawn:Prefix(DamageInfo dinfo, Pawn pawn)