[A17] Dangerous Rim V1.3

Started by minimurgle, May 24, 2017, 10:02:30 PM

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minimurgle


The Dangerous Rim mod attempts to make the game more difficult while maintaining balance.

Current features

  • More variety with diseases, raids, and mental breaks.
  • Harder and smarter raids
  • Less time between events
  • Lower health for all pawns friend or foe
  • More late game enemies
  • More diversity in events
  • More to come


I recommend loading it last

If you find any bugs or something that something that doesn't seem right please let me know. I'm always looking for feedback, good or bad.

Github: https://github.com/minimurgle/DangerousRim/releases/tag/V1.3.1
Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=932309870


ChangeLog V1.3
-Severly dropped difficulty raid scale so it's not rediculas
-Swapped raid point scale of immediate and staged attack
-Tweaked custom storyteller to be more random
-Added custom scenario.
-Added new raiders
Don't mind the questions. I'm probably just confused.

minimurgle

Version 1.1 is now out
Changelog V1.1
-Tweaked Storyteller to have a higher pop cap
-Tweaked Difficulty to be less blobby on raids
-Increased health of some body parts
-Tweaked more mental states to add variety
-Tweaked diseases to add more variety in infections
-Tweaked some events to be less annoying and to add some more variety
-Tweaked raids to make them less stupid and more dangerous
Don't mind the questions. I'm probably just confused.

XeoNovaDan

Pretty good looking mod, might give this a shot.

minimurgle

Sorry about two updates on the same day. But I feel this was needed.
ChangeLog V1.2
-Updated patching method to improve optimization
Don't mind the questions. I'm probably just confused.

minimurgle

Took me way too long due to the fact that I got distracted by other things. Anyway V1.3 is now out

ChangeLog V1.3
-Severely dropped difficulty raid scale so it's not rediculas
-Swapped raid point scale of immediate and staged attack
-Tweaked custom storyteller to be more random
-Added custom scenario.
-Added new raiders
Don't mind the questions. I'm probably just confused.

Soupy Delicious

What kind of diversity in mental breaks and events?

minimurgle

I've changed around some of the chances of them happening to spread the love around a bit. Some happen less but can be more sever. Like berserk happens less but can go on for almost a day longer.

Aside from changing around some chances for things to happen, I've also changed how long they last. None should trend longer or shorter to my immediate knowledge (I could be wrong as I haven't looked at the relevant code in a bit), but they should all have a chance top be longer or shorter.

I plan on adding a few more breaks to try and achieve different levels of breaks. They will be optional once I get the settings working.

If you do plan on downloading this keep your eye out because I plan on updating sometime this week.
Don't mind the questions. I'm probably just confused.

Soupy Delicious

Yeah, Ill give it a try.  I like what you're trying with diversity.  I live off that shit.

minimurgle

I look forward to your thoughts on what's been added so far. Unfortunately I haven't had as much feedback as I'd like.
Don't mind the questions. I'm probably just confused.

RetPaladinlol

Will give this a try and attempt to provide you some feedback. It looks like a nice mod and I was looking for a change of pace.

Question though: What do you mean by "Harder and smarter raids"?

minimurgle

That is worded badly. No idea why I said it that way since the smarter part is misleading.

The raids are harder because they come more frequently and with more people who have better items.
By smarter I mean that the smart raids have a higher chance to spawn.
Don't mind the questions. I'm probably just confused.

RetPaladinlol

Quote from: minimurgle on August 08, 2017, 06:34:55 PM
That is worded badly. No idea why I said it that way since the smarter part is misleading.

The raids are harder because they come more frequently and with more people who have better items.
By smarter I mean that the smart raids have a higher chance to spawn.

Oh okay. Also noticed you said "Lower health for all pawns friend or foe". Would this conflict with Combat Extended ?

minimurgle

I suppose that would depend on load order and how CE changed it. I think it should.
Don't mind the questions. I'm probably just confused.

Soupy Delicious

Never got around to trying out your mod, sorry!  Havent played Rimworld since I left that message actually :<