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Messages - XeoNovaDan

#16
Alright, I've made a new commit to the development branch which addresses the melee attacking thing. I'm also working on opening more stuff up to XML via new DefModExtensions such as adrenaline's severity characteristics, but for now, I've only opened up melee damage multipliers.

Too tired to do a proper release, but a technically updated version does exist. Link for convenience: https://github.com/XeoNovaDan/Adrenaline/tree/development
#17
@Brightsideguy - Yeah, the main calculator's actually just the total 'significance' of a threat that a pawn faces, with damage being supplementary. Either way, I'm already working on trying to implement a solution to account for the melee case since that's bugging me now  ;D
#18
@Brightsideguy - Ah, this seems to be because the code that checks for perceived threats only checks attacking pawns in the case that the other pawn wouldn't normally be hostile. This wouldn't be a problem in most cases since in realistic combat scenarios, both pawns would pass a hostility check and thus both receive adrenaline, but if you have two colonists and order one to attack the other while the other stays still, only the attacking pawn gains adrenaline. I guess this is a potential cheese tactic, but OTOH it could be worth changing just for the sake of completeness and hey, who am I to limit what one wants to do to give their pawns a rush?
#19
Alright, just pushed the fourth release candidate! This is a major update which incorporates many of the changes suggested here as well as suggestions I received via Discord.

You may receive a few errors if loading an ongoing save with the newest version of this mod if you were also using an older version, but the errors should be harmless.




Full change log:

Balance:
Completely reworked how adrenaline is gained over time to be more realistic

  • Pawns now gain a burst of adrenaline at the start of a battle
  • The amount gained and the rate of gain depends on the perceived significance of the threat
  • Adrenaline gradually drops off after reaching its peak severity
  • The rate at which it drops off also depends on the perceived significance of the threat
Tweaked adrenaline stage bonuses
    Slight

  • Consciousness: 0% -> 5%
  • Melee Damage: 1.0x -> 1.05x
    Moderate

  • Blood Pumping: 30% -> 20%
  • Consciousness: 0% -> 10%
  • Manipulation: 10% -> 0%
    Intense

  • Blood Pumping: 50% -> 30%
  • Consciousness: 0% -> 15%
  • Manipulation: 15% -> 0%
  • Melee Damage: 1.2x -> 1.15x
    Extreme

  • Blood Pumping: 80% -> 50%
  • Consciousness: 0% -> 20%
  • Manipulation: 20% -> 0%
  • Sight: 15% -> 20%
  • Melee Damage: 1.3x -> 1.2x
Adrenaline Syringe:

  • Adrenaline severity offset: 0.3 -> 0.9
  • Now prevents adrenaline severity loss for 1 in-game hour per injection
New:
'Adrenaline Crash' hediff - happens alongside adrenaline rushes but has delayed symptom onset

  • Five stages: Trivial (initially hidden, asymptomatic), Minor, Moderate, Severe and Extreme
  • Increases tiredness rate, reduces consciousness, increases mental break threshold and causes vomiting
  • Severity, onset speed and duration depends on how long and how intense the accompanying adrenaline rush was
'Cool-headed' trait - Never gains adrenaline from perceived threats or taking damage. They can still receive adrenaline rushes from injections though

Misc:
This mod finally has a thumbnail!
#20
Off-Topic / Re: Countdown to Rimworld 2
July 21, 2019, 07:18:48 AM
8868
#21
@code99xx - As Canute said, you can change it via bill details. Do note that if you're using an older version of the Common Sense mod, that used to interfere with the interface and make it so you couldn't change the materials.
#22
@Brightsideguy - Cheers! In the next version of the mod, the way that adrenaline accumulates has been completely reworked and has had its bonuses nerfed, as well as an 'adrenaline crash' hediff which will affect the pawn negatively (faster tiredness gain, lowered consciousness etc.) for a longer period of time. Cool headed trait would be a good idea too, I'll get that in before the next release of the mod.
#23
Off-Topic / Re: Countdown to Rimworld 2
July 20, 2019, 06:27:02 PM
8871
#24
Mods / Re: Can anyone champion my mod idea?
July 20, 2019, 04:07:32 PM
Actually yeah, putting it on GitHub probably wouldn't be a bad idea! Been busy working with my Adrenaline mod recently so this ended up taking the backburner. I would appreciate the crepuscular behaviour help though, since I'm not entirely sure on the design of that one.

Edit: Nevermind, turns out I already did! https://github.com/XeoNovaDan/NocturnalAnimals
#25
@creepyguyinblack - Thanks! Yeah, I've fiddled with adrenaline balancing a bit more in the next version and will also add an 'adrenaline crash' hediff that starts after the initial hediff finishes.
#26
Off-Topic / Re: Countdown to Rimworld 2
July 20, 2019, 06:37:35 AM
8874
#27
Off-Topic / Re: Countdown to Rimworld 2
July 19, 2019, 08:26:47 PM
8876(54321)
#28
Off-Topic / Re: Countdown to Rimworld 2
July 19, 2019, 02:18:49 PM
8878
#29
@Trunken - Thanks! And you're welcome :P

@Sonsalt - This doesn't affect aiming speed, no. However, accuracy does improve due to the minor sight bonuses. Regarding suppression, that's out of this mod's scope but IIRC there's a standalone suppresson mod out there already, and CE also has suppression mechanics.
#30
Pushed a second release candidate

Shortened Changelog (full changelog on GitHub releases):

Balance:

  • Increased pain reduction
  • Adrenaline now affects sight
  • Tweaked adrenaline severity requirements
  • Adrenaline gain rate reduced
  • Slight adrenaline now affects breathing (+10%)
  • Severely outmatched characters gain adrenaline over time quicker than normal (at least 2:1)
  • Downed characters now only gain adrenaline at half rate instead of full rate
The objective of these balance changes is to reduce the amount of 'extreme' adrenaline occurences

New:

  • Added adrenaline syringes