RimWorld

RimWorld

[XND] Adrenaline!
Viser 1–10 av 12 bidrag
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Oppdatering: 5. sep. 2019 @ 17.25

v1.1.2.0

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

Oppdatering: 29. aug. 2019 @ 14.08

v1.1.1.0

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

Oppdatering: 27. aug. 2019 @ 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

Oppdatering: 16. aug. 2019 @ 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%

Oppdatering: 13. aug. 2019 @ 14.25

v1.0.5.0

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

Oppdatering: 11. aug. 2019 @ 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

Oppdatering: 8. aug. 2019 @ 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

Oppdatering: 5. aug. 2019 @ 13.09

v1.0.2.2

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

Oppdatering: 5. aug. 2019 @ 11.36

v1.0.2.1

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

Oppdatering: 5. aug. 2019 @ 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