RimWorld

RimWorld

Sneaky Bastard for Combat Extended
64 Comments
Czahorb 8 Aug @ 7:40pm 
true. birds are weird. (Cause their drones ran by the goverment /s)
turkler  [author] 8 Aug @ 4:25pm 
ok know-it-all, yes there is technically a version of ce compiled for 1.6. that version does not work, odyssey and a lot of 1.6 stuff if still not patched and there are still a lot of oddities (like, birds, for one)
turkler  [author] 8 Aug @ 3:28pm 
bro ce itself does not work in 1.6, what are you on about?
zeus57007 8 Aug @ 3:25pm 
possibly a dumb question, but does this work in 1.6?
tinfoil hat bird 25 May @ 8:10pm 
Extremely frustrating mod 10/10
ekisai 12 May @ 3:37pm 
did forget to say that what i did was pretty stupid but it works
Bach 10 May @ 8:30am 
it is payday now!!
turkler  [author] 1 May @ 9:38am 
@ekisai ooo alright, good luck with that!
ekisai 1 May @ 9:21am 
"probably" is good enough for me
turkler  [author] 1 May @ 9:02am 
@ekisai yeah probably
ekisai 1 May @ 8:52am 
would it be possible to patch this to only apply to specific pawns?
turkler  [author] 25 Apr @ 9:59am 
@Maple38 because it's payday 2 dodge. dodge goes down proportional to how much equipment you're carrying. bulk is not a good measure of how well-equipped a pawn is, a few spare mags or a single disposable launcher is more bulky than something like a composite vest.
Maple38 25 Apr @ 8:03am 
Why does this use mass and not the bulk mechanic? Wouldn't bulk make more sense?
Redley 7 Apr @ 4:24pm 
Yes, I realize that
turkler  [author] 7 Apr @ 3:33pm 
@Redley this mod is tuned around vanilla - archotech limbs, go juice and the fast runner gene combined is about as fast as you're supposed to get. in contrast, VOID is intentionally op
Redley 31 Mar @ 11:40am 
Good MOD....Until I realized that even the Phalanx couldn't hit VOID's pawn :/
SuperBoyOk 4 Mar @ 2:37pm 
Great Mod! makes Tribal playthroughs actually possible.
Though a way to change the max possible Projectile Dodge chance would be cool. (Messing around with stats and reducing the max possible chance would help balance out my game)
turkler  [author] 14 Nov, 2024 @ 4:18pm 
@Kokorocodon yes
Kokorocodon 24 Oct, 2024 @ 3:55pm 
A question, the mod only applies to projectiles, correct? No close-up combat involved?
Kokorocodon 24 Oct, 2024 @ 3:53pm 
I guess I missed the mods then... Stronger vanilla mechs mixed with CE is a nasty combination
Iruma 24 Oct, 2024 @ 3:08pm 
Would this work with out combat extend?
turkler  [author] 24 Oct, 2024 @ 2:24am 
@Kokorocodon mechs can't dodge I'm afraid. I couldn't find a good way to calculate their dodge stat since factors like movement speed are fixed between mech variants and you can't really upgrade or downgrade those stats, so mechs are skipped for dodge calculations.
Kokorocodon 23 Oct, 2024 @ 11:01pm 
the warqueen urchin are now a national menace, they can be killed but not before turning you into a pulp
turkler  [author] 22 Sep, 2024 @ 10:50pm 
quick patch - changed the effect of movement capacity of animal dodge from 0.5% per 1% movement to 1% per 1% - effectively doubling it. I tested some setups and realized that it was too small of a factor - a timber wolf with four bionic legs from alpha bionics would get around 20% dodge from those four very expensive bionics. buffed that up a bit to make animals worth using
turkler  [author] 22 Sep, 2024 @ 10:22pm 
minor update with some balance tweaks to animal dodge
so first of all, body size matters less for body size calculations now. this prevents healthy but otherwise unaltered hares from getting comical 60% dodge chances.
second change is base animal dodge chance has been reduced to 16%.
these two changes together mean that hares, which previously had a 60% chance to dodge projectiles, now have a much more reasonable 40% chance.
modifiers from movement capacity are still unaffected so you can still augment your timber wolves with bionics and go juice to make them absolute killing machines
turkler  [author] 19 Sep, 2024 @ 12:00pm 
sorry for the last few updates being a bit back to back, these updates bring serious improvements to the code of the mod. the mod should now be able to handle most, if not all, edge cases with ease
Ev 18 Sep, 2024 @ 10:12am 
Oh, nice! Dodging a bullet but not eating it! Love that!
turkler  [author] 18 Sep, 2024 @ 8:32am 
big update - completely reworked how dodge is applied, now projectiles pass straight through if a pawn dodges said projectile
turkler  [author] 14 Sep, 2024 @ 6:56am 
massive update is out, this update changes a lot of things

first of all, animals can now dodge! they have a seperate calculation used for their dodge chance since things like inventory mass are mostly irrelevant for animals.
second of all, dodge bonus from mass has been reworked to use a hard value - 20 mass as the base - instead of the % of empty inventory space. this means that heavily armored pawns more or less can never dodge

enjoy!
turkler  [author] 13 Sep, 2024 @ 5:40am 
small update - made melee only thrashers come with a psycho high to help them dodge
turkler  [author] 11 Sep, 2024 @ 11:43pm 
quick patch - added a moving capacity check for when dodge applies to prevent some edge cases, like crawling people sometimes being able to dodge

also the previous patch added dodge stat offsets to several traits and pieces of apparel, forgot to mention that in the comments here
turkler  [author] 9 Sep, 2024 @ 8:11pm 
@FIATEOB haven't tested with rebound, no option for melee dodge chance I'm afraid
FIATEOB 7 Sep, 2024 @ 8:27am 
Question, has anyone tested this with Rebound? Im wondering if they would get in each others way or work fine together.

Also, and mind you have have not been able to look so sorry if this is a dumb question, but is their an option to make ranged dodge chance use melee dodge chance calculations? combined with a mod that lets melee skill impact melee dodge chance and it would make being able to dodge projectiles a reward for high skill. I set Rebound to work more like this and also tone down the chances (As at 100% deflect chance you can take a 155mm HE to the face and be fine).
Mettanoia 6 Sep, 2024 @ 3:44pm 
"Do you think you're funny, re-introducing RNG mechanics to Combat Extended?
Yes."

alright that one won me over i cant lie
Kokorocodon 5 Sep, 2024 @ 8:49pm 
I AM THE STORM THAT IS APPROACHING!
turkler  [author] 5 Sep, 2024 @ 7:42pm 
@hellothere it's compatible, only humans get a dodge chance. the calculation is entirely skipped for mechs, animals, anything that's not a human
hellothere 5 Sep, 2024 @ 1:09pm 
Is this mod compatible with vehicles or do they also get a dodge chance?
turkler  [author] 5 Sep, 2024 @ 9:53am 
for context, a pawn with two archotech legs, on go juice and with genes to maximize movement speed will just about reach 80% dodge with a neutral inventory. any movement above that will only counteract the inventory debuff to dodge, your can't go higher than 80%
turkler  [author] 5 Sep, 2024 @ 9:06am 
yes
D3K43 5 Sep, 2024 @ 8:21am 
Okay so just to clarify absurdly high movement speeds would just be capped at 80%, right?
turkler  [author] 5 Sep, 2024 @ 4:33am 
no
D3K43 5 Sep, 2024 @ 4:17am 
Pawns with that high of move speed should have 100% chance to dodge, lol
turkler  [author] 5 Sep, 2024 @ 1:13am 
no? where did you get that number from
D3K43 4 Sep, 2024 @ 11:10pm 
OS essentially a pawn with %1500 movement speed (achieved through extensive modification) has a %15 chance to dodge? Sick.
KatzenSindKool 4 Sep, 2024 @ 9:49am 
i like imagine this is for every thing and seeing a scene where some colonist is ripping his eyes out seeing the guy he is barraging with artillery (mortars) just causally dodging
Quill 3 Sep, 2024 @ 4:42pm 
"Guys. The Doomsday, Go Get It"
Robosium 3 Sep, 2024 @ 8:40am 
are there any plans to make an "Unseen Strike" mod where pawns deal bonus damage if not being attacked?
turkler  [author] 2 Sep, 2024 @ 1:04pm 
@Luftwaffles yes*, 10c/s is more than double the speed of a normal pawn and you need go juice, two archotech legs and the fast runner gene to achieve a speed around that number anyway so it evens out
*no, it caps at 80%
Luftwaffles 2 Sep, 2024 @ 12:44pm 
Can you configure the dodge scaling gain? Also, does a naked pawn moving at 10 c/s have a 100% dodge chance? Cuz that's what it sounds like based on the description...