[1.0] Utility Weapons: combat healing, armor reduction, debuffs

Started by Nales, July 20, 2019, 03:07:52 PM

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Nales

This mod adds a total of 18 utility weapons. These weapons are non-damaging but can help you win battles in various ways.




Colonist took a few bad hits, but you still need them in the fight? Or were they pumped full of shotgun lead and you won't be able to bandage them in time?
Greenherios weapons are here to help. They can close non-permanent, fresh wounds (less than one hour old).
This is at a future cost, though: the body doesn't appreciate the sudden change, and the target will be much more hungry and require more rest for some time.
The AI will correctly use these weapons, only aiming at allies that need the healing.
Comes in three varieties:
- The machine pistol heals quickly, but the secondary effect is applied very quickly as well.
- The rifle heals from range and applies the secondary effect slowly, but doesn't heal as fast.
- The grenade is perfect for healing multiple allies, such as melee attackers (but try not to heal your foes as well!)






Facing someone (or something) in heavy armor, but your weapons can't penetrate much? Or perhaps you just want a specific target out of the way ASAP?
Redclive weapons reduce enemy armor with each hit, whether it's natural armor or from gear. Very useful when facing foes in marine armor or better.
Comes in three varieties:
- The revolver reduces armor very quickly but the short range can make it dangerous to use.
- The rifle takes some time to fully reduce the target's armor, but is very accurate, even if the shooter isn't.
- The sniper rifle is very effective and even a single shot will wreck the target's armor, but it requires great skill to use.






Maybe you want need a more defensive tool, something to weaken your enemies?
Bluewits weapons hinder your foes in various ways. They even work on mechanoids!
- The sniper rifle reduces their sight and shooting ability, and is especially effective against long-range foes.
- The LMG caps their movement, stopping charging foes in their tracks.
- The grenade muddles their minds or processors, capping their consciousness.

Has its own research tab. The normal versions are made at a machining table, while the upgraded versions are made at a fabrication bench.
Can be added to existing saves, should be compatible with pretty much all mods except Combat Extended.

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Download zip file

Canute

Hi,
very nice utility weapons, special when the AI use the healing ones like you describe.
Could you please provide a non-steam download.
The forum is the main source for DRM-free version and if you don't have a non-steam download there is no point to public your mod here.

creepyguyinblack

Cool ideas. Made me think of some similar missing real life corollaries like mustard gas, tear gas or other biological and chemical weapons that would be great to see implemented in similar ways.

Nales

Quote from: Canute on July 20, 2019, 03:15:28 PM
Hi,
very nice utility weapons, special when the AI use the healing ones like you describe.
Could you please provide a non-steam download.
The forum is the main source for DRM-free version and if you don't have a non-steam download there is no point to public your mod here.
I forgot about that. I edited the post to add a zip file.

TryB4Buy

Do you fire the weapons at your allies or are they like unlimited use drugs where a pawn uses them on itself?

Nales

Quote from: TryB4Buy on July 29, 2019, 09:41:45 PM
Do you fire the weapons at your allies or are they like unlimited use drugs where a pawn uses them on itself?
Yes, for the healing weapons you fire at your allies.