RimWorld

RimWorld

CE Extensive Animal Balance Tweaks
51 Comments
turkler 29 Sep @ 4:08pm 
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turkler 28 Sep @ 7:10pm 
@Bean funny, I also noticed the same issue this evening. thanks for the update regardless!
Bean  [author] 28 Sep @ 6:23pm 
oh sorry! That was just a small update I realized it was broken with VAE animals + oddessey since some of the animals moved from VAE to odessey, I had to change a few references.
turkler 28 Sep @ 6:20pm 
no changelogs 😭
Bean  [author] 21 Sep @ 8:57am 
looks like it nothing broke with CE 1.7 release, oddesey animals slowly in the works!
turkler 17 Sep @ 9:57pm 
thank you for the swift update!
Bean  [author] 10 Aug @ 12:29pm 
Yay! Gonna go back to looking at this mod once CE 1.6 + odessey stable drops
Jetharius 9 Aug @ 4:39pm 
Looking forward to teh odyssey animals when you get to them.
turkler 22 Jul @ 1:04pm 
thank you!
Bean  [author] 23 Jun @ 12:27pm 
New update is out: Generally decreased armor values, but increased body part toughness and total hp of large animals. very slightly increased combat power as well to keep it balenced. Currently just for vanilla but will look at mod patches too. @blue.ronin I think this is what megafauna needs, I just had to find the right patch operation haha. Ill work on doing this for megafauna and the other mod integrations soonish! Also some general balence tweaks. As always feel free to let me know if any values feel off and ill get to them when I can. (Im waiting for oddessey and mod support) for my next playthrough so values are less tested then sometimes)
Bean  [author] 12 Jun @ 9:14am 
:)
turkler 12 Jun @ 8:07am 
thanks for maintaining this mod! I love it, makes animals a proper challenge
Bean  [author] 8 Jun @ 9:56am 
@blue.ronin, that makes sense to me! I will take another look at some point. I think its tricky because to some degree large animals are just weak in CE, and more significant changes would be needed to really change that. But Hopefully my mod can at least get the balence a bit closer. I like the damage reduction idea (and / or HP increase or body part toughness etc..) So far I have only looked at Armor pen and armor rating, but eventualy I want to look at all the relevant animal stats as well.
blue.ronin 5 Jun @ 11:28am 
Looks good, nice work. Like balanced armor penetration values. But for such large creatures they are dying little too easy. Maybe Armor Ratings are too low, was imaging values between Megasloth and Thrumbo, even Megasloth is kind of low. Alternativy better to add 0.5-0.75 damage reduction to preserve the realism of the skin but give them toughness? :)
Bean  [author] 4 Jun @ 2:24pm 
@blue.ronin 1st version of the megafauna patch is out
Head 23 May @ 5:17pm 
Thanks for making this mod. Could you also patch the ReGrowth animals when you have time?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2266685892
Bean  [author] 6 May @ 2:11pm 
Working on megafauna now.

Did a quick increase on the armor of dragons descent but most of the values looks pretty good- their armor penetration was basically infinite- I think other forms of change may be needed to make them a threat, tho I havnt played with the mod.
mayonnaise 5 May @ 7:40pm 
mod patch suggestions for when you have the time (or will) to tackle them:
Dragon's Descent, Dragon Genetics, and Alpha Animals. i still feel like many animals aren't actual threats so it'd be neat to see legendary beasts like dragons or gallatrosses live up to their reputations!
blue.ronin 3 May @ 8:21am 
Awesome, looking forward to it! :steamhappy:
Bean  [author] 1 May @ 6:16pm 
I can try and get a patch out for it when I have time!
blue.ronin 1 May @ 9:20am 
Hi, great mod to make animals gameplay wise relevant.
Cloud you do also tweaks for Megafauna?
Bean  [author] 27 Apr @ 1:47pm 
VE Genetics is patched now!
Bean  [author] 27 Apr @ 10:14am 
thx for the info!
Bean  [author] 27 Apr @ 10:13am 
yep downloaded latest dev snapshot and it works
Bean  [author] 27 Apr @ 10:10am 
Oh it like just just got pushed! Nice! I was on the github but from ~ 1 month ago
Bean  [author] 27 Apr @ 10:04am 
@turkler
Which git hub? I am using and doing my testing w CE github version.
turkler 27 Apr @ 9:56am 
@Bean afaik there's a fix for that on the github, could maybe look at that?
Bean  [author] 27 Apr @ 9:53am 
update - turns out they do that with or without CE. either way needs to be re-balanced lol
Bean  [author] 27 Apr @ 9:29am 
Ve genetics + CE the spidersnake can kill any pawn in 1 or 2 hits max. Even in full legendary cataphract armor. It's spit always insta kills a liver regardless of armor. Need to fix that stuff haha
Bean  [author] 26 Apr @ 10:17pm 
Working on VE genetics. It seems like a lot of the projectile attacks were never properly patched for CE so seeing If I can fix in adition to tweaking the values.
Bean  [author] 26 Apr @ 5:43pm 
of course! more coming soon :). I dont like to wait so ill just throw a tiny patch on the workshop and keep adding more patches and support till its fleshed out lolol
turkler 26 Apr @ 9:22am 
thank you for updating this mod!
Bean  [author] 22 Apr @ 11:03am 
VAE royal
Regrowth - and submods
and
VE genetics are the next on my list
Bean  [author] 22 Apr @ 10:40am 
updated for waste and endangered
Bean  [author] 21 Apr @ 4:47pm 
But less from a realism but more from a balance perspective - My goal was to make it so that a 8 melee pawn with plate mail and a sword couldn't solo waves of rhinos/bears etc. Guns should still take them down very quickly like in CE.
Bean  [author] 21 Apr @ 4:46pm 
Base CE rhinos has .1 mm sharp and .25 blunt, which doesn't sit right to me as they have 2 inch thick skin.
Bean  [author] 21 Apr @ 4:45pm 
Yea. Also to note that I have balanced my values around the Buffs 'n Nerfs for the Generic Ammo Experience - which does increase the values of leather etc. I actually increased some of the values since you commented, still not enough to stop small arms (exepct maybe HP pistol rounds on rhinos / hippos)
LZIM 21 Apr @ 4:37pm 
ty for your responses. would be interesting to see feedback from the community that try this mod if the tweaks do make interactions with certain creatures and packs more sensible based on things like hides. Noting that a tanned hide/leather is not the same as a living skin layer and layers of fat and muscles.. more like the thickness of that fat and muscle layer after the hide/skin is crossed affects how an animal deals with the mentioned melee and small arms attacks versus higher caliber AP ammunition.
Bean  [author] 21 Apr @ 6:44am 
If I say yes will you believe me lmao. I swear im better at double checking the xml then the titles/desc in the workshop :D
Aizuki 20 Apr @ 9:10pm 
i'm here because "Balence", is this your tactic to attract stray people to use this mod? :steamhappy:
Bean  [author] 20 Apr @ 8:57pm 
I have tried to make them a threat to all but the best armor. IMO a charging rhino's horn should not be fully damaged mitigated by anyone expect maybe high quality power armor. After all, if megaspiders can have 40! mm sharp pen. I think its fair to give gorrilas/rhinos/bears/hippos ~40 blunt pen at least
Bean  [author] 20 Apr @ 8:55pm 
I dont play with the dino mods, so not planning to patch them. I have not made the large animals anywhere near immune to small arms. The highest armor sharp ranges for the large animals are generally 1-1.5mm
Bean  [author] 20 Apr @ 8:49pm 
I have thought about reducing the small critters hp scaling, kinda similar the Combat Extended Realistic Animal Stats mod
Bean  [author] 20 Apr @ 8:48pm 
Huh, I have not had issues with small animals before. Since known can get through even basic armor, I usually just sit a melee pawn and they all die eventually. Are there specific ones that stand out?
LZIM 20 Apr @ 8:29pm 
interesting because the op small animals are the problem. dont expect large animals and stuff like dinosaurs to also get balanced so they can smash humans and ignore small arms and most melee when enraged and also provide proper amounts of meat per Kgs etc
Bean  [author] 20 Apr @ 8:16pm 
updated for vanilla animals expanded
Bean  [author] 20 Apr @ 8:14pm 
@turkler <3
turkler 20 Apr @ 6:50pm 
great mod
Bean  [author] 20 Apr @ 4:28pm 
ooo I could add that to this mod for sure. I'll have to take a look soon