RimWorld
[XND] Adrenaline!
Mostrando 1-10 de 12 aportaciones
< 1  2 >
Actualización: 5 SEP 2019 a las 17:25

v1.1.2.0

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

Actualización: 29 AGO 2019 a las 14:08

v1.1.1.0

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

Actualización: 27 AGO 2019 a las 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

Actualización: 16 AGO 2019 a las 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%

Actualización: 13 AGO 2019 a las 14:25

v1.0.5.0

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

Actualización: 11 AGO 2019 a las 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

Actualización: 8 AGO 2019 a las 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

Actualización: 5 AGO 2019 a las 13:09

v1.0.2.2

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

Actualización: 5 AGO 2019 a las 11:36

v1.0.2.1

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

Actualización: 5 AGO 2019 a las 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