RimWorld

RimWorld

CE Extensive Animal Balance Tweaks
51 kommentarer
turkler 29. sep. kl. 16:08 
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turkler 28. sep. kl. 19:10 
@Bean funny, I also noticed the same issue this evening. thanks for the update regardless!
Bean  [ophavsmand] 28. sep. kl. 18:23 
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. kl. 18:20 
no changelogs 😭
Bean  [ophavsmand] 21. sep. kl. 8:57 
looks like it nothing broke with CE 1.7 release, oddesey animals slowly in the works!
turkler 17. sep. kl. 21:57 
thank you for the swift update!
Bean  [ophavsmand] 10. aug. kl. 12:29 
Yay! Gonna go back to looking at this mod once CE 1.6 + odessey stable drops
Jetharius 9. aug. kl. 16:39 
Looking forward to teh odyssey animals when you get to them.
turkler 22. juli kl. 13:04 
thank you!
Bean  [ophavsmand] 23. juni kl. 12:27 
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  [ophavsmand] 12. juni kl. 9:14 
:)
turkler 12. juni kl. 8:07 
thanks for maintaining this mod! I love it, makes animals a proper challenge
Bean  [ophavsmand] 8. juni kl. 9:56 
@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. juni kl. 11:28 
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  [ophavsmand] 4. juni kl. 14:24 
@blue.ronin 1st version of the megafauna patch is out
Head 23. maj kl. 17:17 
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  [ophavsmand] 6. maj kl. 14:11 
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. maj kl. 19:40 
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. maj kl. 8:21 
Awesome, looking forward to it! :steamhappy:
Bean  [ophavsmand] 1. maj kl. 18:16 
I can try and get a patch out for it when I have time!
blue.ronin 1. maj kl. 9:20 
Hi, great mod to make animals gameplay wise relevant.
Cloud you do also tweaks for Megafauna?
Bean  [ophavsmand] 27. apr. kl. 13:47 
VE Genetics is patched now!
Bean  [ophavsmand] 27. apr. kl. 10:14 
thx for the info!
Bean  [ophavsmand] 27. apr. kl. 10:13 
yep downloaded latest dev snapshot and it works
Bean  [ophavsmand] 27. apr. kl. 10:10 
Oh it like just just got pushed! Nice! I was on the github but from ~ 1 month ago
Bean  [ophavsmand] 27. apr. kl. 10:04 
@turkler
Which git hub? I am using and doing my testing w CE github version.
turkler 27. apr. kl. 9:56 
@Bean afaik there's a fix for that on the github, could maybe look at that?
Bean  [ophavsmand] 27. apr. kl. 9:53 
update - turns out they do that with or without CE. either way needs to be re-balanced lol
Bean  [ophavsmand] 27. apr. kl. 9:29 
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  [ophavsmand] 26. apr. kl. 22:17 
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  [ophavsmand] 26. apr. kl. 17:43 
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. kl. 9:22 
thank you for updating this mod!
Bean  [ophavsmand] 22. apr. kl. 11:03 
VAE royal
Regrowth - and submods
and
VE genetics are the next on my list
Bean  [ophavsmand] 22. apr. kl. 10:40 
updated for waste and endangered
Bean  [ophavsmand] 21. apr. kl. 16:47 
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  [ophavsmand] 21. apr. kl. 16:46 
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  [ophavsmand] 21. apr. kl. 16:45 
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. kl. 16:37 
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  [ophavsmand] 21. apr. kl. 6:44 
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. kl. 21:10 
i'm here because "Balence", is this your tactic to attract stray people to use this mod? :steamhappy:
Bean  [ophavsmand] 20. apr. kl. 20:57 
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  [ophavsmand] 20. apr. kl. 20:55 
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  [ophavsmand] 20. apr. kl. 20:49 
I have thought about reducing the small critters hp scaling, kinda similar the Combat Extended Realistic Animal Stats mod
Bean  [ophavsmand] 20. apr. kl. 20:48 
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. kl. 20:29 
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  [ophavsmand] 20. apr. kl. 20:16 
updated for vanilla animals expanded
Bean  [ophavsmand] 20. apr. kl. 20:14 
@turkler <3
turkler 20. apr. kl. 18:50 
great mod
Bean  [ophavsmand] 20. apr. kl. 16:28 
ooo I could add that to this mod for sure. I'll have to take a look soon