RimWorld

RimWorld

Eltex Weaponry (Continued)
38 Comments
Zaljerem  [author] 6 Sep @ 1:08pm 
Yes, and these are set to add the eltex requirement if loaded after VPE.
bing bong 멍청한 병신 5 Sep @ 11:04am 
doesn't the original page says it will use eltex to craft when installed with psycasts expanded ?
Futstub 27 Aug @ 6:57am 
Nah, brother, you already do so much for the community, I don't want you to have more work just because I have a weird idea. Also, we both know, if you were to change that, then other people would come screaming because they don't like it.

I just figured they are called "Eltex Weapons", fiddle with the psy-stuff, but aren't made of Eltex.
Zaljerem  [author] 27 Aug @ 3:56am 
Are you asking me for something?
Futstub 27 Aug @ 3:35am 
These should take Eltex to craft. It's literally in the name... :)
Zaljerem  [author] 22 Aug @ 1:44pm 
Check the original mod page. It may be (probably is) different due to the way I calculate additional damage, but the base damage and other info should be the same.
NeinDao 22 Aug @ 1:42pm 
are these weapons op?
wish there was a picture with the stats for each added weapon
:3
Warachia 22 Aug @ 12:39pm 
Thanks!
Zaljerem  [author] 22 Aug @ 12:11pm 
So I've reimplemented bonus damage! These weapons are REALLY nasty now. :)

Bonus damage can be modified in the XML for each weapon.
Zaljerem  [author] 21 Aug @ 4:30am 
Thanks for those notes, I'll update descriptions and buff damage in the next update.
Warachia 21 Aug @ 2:21am 
Thank you for continuing this mod!

Currently, weapon descriptions say something like: “Each attack deals an additional 5 damage that doesn’t scale with psychic sensitivity.” This was true in the legacy version, but it looks like that’s no longer the case. Now the damage seems to scale with the sensitivities of both the attacker and the target, clipped between 0.25× and 4×, without any offset.

I think it’s fine that the damage calculation method has changed, but in that case you might want to update the description as well. Also, the weapons are currently weaker than in the legacy version, since they lost the offset while keeping the same base damage. If this was not intended, you may want to adjust that too.
Gilgamesh 5 Aug @ 2:54pm 
Thank you! I meant misunderstood lol on my other comment. Appreciate you! love this mod.
Zaljerem  [author] 5 Aug @ 2:37pm 
I was more focused on the ranged, I'll take another look at the melee.
Gilgamesh 5 Aug @ 2:19pm 
Hi Zaljerem! Quick question that last update you did, did it also correctly scale the melee weapon too? The eltex mace is still only doing 8 damage on my brawler 400% psy, i might've understood how sensitivity works for damage output also.
Argotoss 5 Aug @ 2:00am 
Great work, thanks for the update. Especially the removal of athena dependency since it's unclear when they'd update it and the unofficial update contains too many bugs ^_^
Zaljerem  [author] 2 Aug @ 5:25pm 
Thank you, I appreciate your patience!
pacos18 2 Aug @ 4:20pm 
good job, seems to work, thanks
Zaljerem  [author] 1 Aug @ 8:47pm 
Ok, I've pushed an update that should be applying damage correctly now.
pacos18 1 Aug @ 8:10am 
ndeed my 310% sesnitive pawn only does 6 dmg with his excelent eltex SMG on normal 100% sensitive enemies while I think he should be doing 18
Zaljerem  [author] 28 Jul @ 6:08am 
It's going to take both shooter and target Psychic Sensitivity into account, base damage should always exist ... I will review my code, I may not be calculating things correctly (would not be the first time!)
Zo_Confuzled 28 Jul @ 3:34am 
Hey, maybe this is just me feeling it should be stronger then it is, but is there a way to know how much dammage its gonna do on diffrent psylevels? Like my pawn has 400% sensitivity but it still feels weaker then normal puls wepons
Fish Cultist 26 Jul @ 6:24pm 
im very glad this mod no longer needs its framework, alot of 1.6 mods packs have been getting smaller
Zaljerem  [author] 25 Jul @ 5:38am 
Issues resolved, assembly and mod updated to 1.0.2.
Zaljerem  [author] 24 Jul @ 7:45pm 
Apologies, I got a little excited and released this a little too soon; I found a few bugs so I'm putting it back in the oven. I've pushed an update that removes the damage modification code, for the moment.
VelxraTV 23 Jul @ 3:36pm 
Here is a great reskin mod long forgotten

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2874341239
AcetheSuperVillain 23 Jul @ 12:42pm 
actually, Det's Energy Weapons https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2869223849 seems to have been abandoned. Didn't require Athena Framework, but it's part of that universe of weapons.
AcetheSuperVillain 23 Jul @ 12:23pm 
The other one from Elseud is Ion Weaponry: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3223261922 I think all the others are from DetVisor.
Zaljerem  [author] 23 Jul @ 10:25am 
If you can point me at some that have been truly abandoned (DetVisor is still very active, for example) I can take a look at them, no promises.
AcetheSuperVillain 23 Jul @ 10:22am 
Are you going to do the other Athena framework weapon mods?
VelxraTV 23 Jul @ 9:15am 
Thanks for bringing this back. I always use these for my advanced start colonies. Great to have them again!
pug 23 Jul @ 7:56am 
This is really cool!
FelipeGames2000 23 Jul @ 5:04am 
Thank you very much!
✶ Fitz001 ✶ 23 Jul @ 3:48am 
Awesome. cheers!
The Lost Cake 23 Jul @ 2:26am 
I was wondering why you'd updated it when it didn't seem like it was abandoned or anything but then i read up on the thread
nex 22 Jul @ 11:03pm 
my favorite weapons mod. thank you very much.
Computica 22 Jul @ 9:14pm 
Thank You!
月羽狐 22 Jul @ 7:56pm 
Thank you for the update
StockSounds 22 Jul @ 6:51pm 
YES.