RimWorld

RimWorld

Medieval Times Balance Patch (CE version)
18 Comments
Kestral  [author] 29 Apr, 2020 @ 2:06pm 
@Erde Thanks for the update...I haven't played rimworld in a long time now and don't have the expansion, so I'm not sure if/when I'll get around to updating this patch.
Erde 3 Feb, 2020 @ 1:17am 
Almost forgot, it is based on the same CE patch as the original so implementation should be borderline trivial. I'm getting only a few duplicate xml entry errors when using it instead of the original CE and one other error. Probably works just fine despite the errors, but red text is spoopy so would prefer not having any. Consider switching over if you have the time and motivation. Thanks!
Erde 3 Feb, 2020 @ 1:15am 
Jancomx, there is a new combat extended patch by a different author since the author of the original is awol. If you want to adjust your patch of a patch to their more up to date version, you can find it here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1581677051
Kestral  [author] 14 Mar, 2019 @ 7:36pm 
Changed the "Medieval Times + Combat Extended Compatibility Mod" required to the original one, which is recently updated with other bug fixes. Make sure you're subscribed to the right one.
Tamias 12 Mar, 2019 @ 5:58pm 
Hey Jancomx, shoot me a message when you get a chance.
SirLalaPyon 2 Mar, 2019 @ 8:17pm 
FINALLY! It's been bugging me for a long time, thanks for the update.
Kestral  [author] 2 Mar, 2019 @ 1:36pm 
Update posted. Damage values unchanged, but penetration multipliers adjusted.
Artifact items: 200% --> 180%
Legendary Items: 200% --> 210%
"Super Legendary" items(Void Hammer, Vidar's Cleaver): 200% --> 240%
SirLalaPyon 1 Mar, 2019 @ 12:36am 
Oh very nice! It's good to know what you will be doing, I'm looking forward to your next patch.
Kestral  [author] 28 Feb, 2019 @ 7:17am 
My current plan is to slightly reduce penetration on (Art) weapons (since they also get a quality multiplier) and slightly increase it on (Leg) weapons. I'm not going to get into modifying individual damage values without a very good reason - there's just much more code involved in that, and I want to keep the mod clean and simple.

Since CE makes rushing into melee combat a very dangerous proposition in general (enemy grenades, weapons that set you on fire, etc), and the indestructible "(Leg)" items from Medieval Times add such a huge amount to your wealth, I do want them to be highly effective when you actually get around to swinging them.
Kestral  [author] 28 Feb, 2019 @ 6:54am 
Update: No changes last night, but I did do some investigating. Currently, quality has a huge impact on melee weapons in CE, since it multiplies both their damage *and* their armor penetration. As noted before, armor penetration also drops as the weapon takes damage from parrying. So in order for a "good" quality artifact weapon with, say, 75% durability not to be total garbage, it's neccessary for a legendary quality one with 100% durability to be totally nuts. The indestructible, "(Leg)", versions of weapons are right now about as good as masterwork quality weapons at 100% durability or legendary quality ones that have been somewhat used. The balance is significantly effected if you're using a mod that lets you repair - I personally don't use such a mod with medieval times, since the eternity forge serves that purpose.
Kestral  [author] 27 Feb, 2019 @ 7:39am 
@LoliMaestro I'll take a look this tonight. I haven't gone in and edited the individual damage values of weapons, just boosted their penetration to allow them a chance of damaging armored foes.

The Artifact and Legendary weapons are given 200% base penetration multiplier right now, but the "Artifact" versions of those weapons will *also* have their penetration modified by both quality and durability. So at max quality and durability, an Artifact weapon might be better that its Legendary counterpart(200% base * 150% quality * 100% durability = 300%, more than the constant 200% of the no-durability legendary version). I wanted Artifact weapons to be good even when they have only decent quality. Keep in mind that a legendary *quality* artifact is probably rarer than the no-durability legendary version.
SirLalaPyon 27 Feb, 2019 @ 4:42am 
Can you buff the dmg of the special swords a bit because an artificial caladbog(leg) has a dmg of
41.3(edge)(cut)/1.88s; 300% armour penetration factor, while the legendary caladbog has only 39.0(edge)(cut)/1.88s; 200% armour penetration factor
Xavier 25 Feb, 2019 @ 11:25pm 
Super awesome! Thanks. Going to use it on my next Medieval campaign starting up this week. Appreciate it.
Kestral  [author] 25 Feb, 2019 @ 9:28pm 
Non-CE version here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=1667150182
It's currently much less extensive in its changes, since armor works very differently in vanilla (in vanilla, legendary power armor has 1.8 sharp armor which means a weapon with 0% penetration can still hurt you through it 10% of the time, whereas in CE it has 1.04 sharp armor and a weapon with 51% penetration can't touch that, ever, period).
Kestral  [author] 25 Feb, 2019 @ 8:16am 
@xwynns Well, I was waiting to see if anyone would ask. :) It would be simpler, overall. I'll keep you posted - maybe I can find time by the end of the week.
Xavier 24 Feb, 2019 @ 8:27pm 
Any chance you might make one of these without CE support?
Kestral  [author] 23 Feb, 2019 @ 8:52am 
Thanks. :) Let me know if you have any issues or feedback once you get the chance to try it out.
Shadowpaw 22 Feb, 2019 @ 5:16pm 
Thanks for making this mod.
I haven't gotten a chance to test it yet, but OP medieval armour has been an irk for a while now and I'm glad someones taking the time to actually post their balance changes.