RimWorld

RimWorld

[XND] Adrenaline!
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Opdatering: 5. sep. 2019 kl. 17:25

v1.1.2.0

- Added toggle for whether or not animals can gain adrenaline.

Opdatering: 29. aug. 2019 kl. 14:08

v1.1.1.0

- Added option to prevent NPCs (e.g. raiders) from using adrenaline when downed

Opdatering: 27. aug. 2019 kl. 7:13

v1.1.0.0

- Nerfed Adrenaline Rush across the board
- Added option to disable adrenaline rushes during combat
- Added option to disable adrenaline crashes

Opdatering: 16. aug. 2019 kl. 4:25

v1.0.6.0

- Added setting to toggle whether or not downed pawns naturally gain adrenaline (disabled by default)
- Adrenaline production drops off quicker during rushes (indirectly nerfing adrenaline crashes)
- Reduced duration of adrenaline crashes by ~20-25%

Opdatering: 13. aug. 2019 kl. 14:25

v1.0.5.0

- Reduced chances of heart attack by 3x (1.7 -> 5.1 mtbDays)

Opdatering: 11. aug. 2019 kl. 11:29

v1.0.4.0

- Attempted fix for NullReferenceExceptions when the game tries to check adrenaline-relevant consumables with some modded drugs
- Corrected typo in cool-headed trait's description

Opdatering: 8. aug. 2019 kl. 4:10

v1.0.3.0

Fixed issue with transport pod crashes where the pawn inside can get back up and walk off the map

Opdatering: 5. aug. 2019 kl. 13:09

v1.0.2.2

Fixed issue with Misc. TurretBases where turretbases without guns cause null reference errors

Opdatering: 5. aug. 2019 kl. 11:36

v1.0.2.1

Temporary bandaid fix attempt for a null reference exception in AdrenalineUtility.IsPerceivedThreatBy

Opdatering: 5. aug. 2019 kl. 3:23

v1.0.2.0

- Pawns have an 'Adrenaline production' stat which affects the onset of adrenaline rushes as well as intensity
- Fixed a bug with adrenaline crashes that caused them to last longer than they should have