// Combat · RimWorld Mod
Vanilla Combat Reloaded
1.5 update is available. Please test this out with other mods to see if there is any issues. Have you ever felt armor was too squishy? Or pawn accuracy was ridiculously low for your 20 shooting pawn? Maybe you didn't like how anemic bullets felt. Or got mad that hands and feet ar
1.5 update is available. Please test this out with other mods to see if there is any issues.
Have you ever felt armor was too squishy? Or pawn accuracy was ridiculously low for your 20 shooting pawn? Maybe you didn't like how anemic bullets felt. Or got mad that hands and feet are not protected by armor. If you thought about any of these, then this is the mod for you! Alright, infomercial over, now to explain what is in this mod and how it works.Advanced armor:
Armor effectiveness is now adjustable. If your armor stat is above this value after subtracting weapon armor penetration, the armor will block all damage. Weapon AP is now adjustable. Due to the armor change, you may find your weapons are not as effective as you would expect. Global weapon AP can now be scaled up to ensure your weapons are still effective.Advanced accuracy:
Weapon accuracy and weather accuracy are now affected by a pawn's shooting stat. The accuracy multiplier is adjusted up for each point of shooting stat a pawn has above the value set in settings. A better shooter should be able to get consistent accuracy out of their weapon and be able to adjust for weather conditions. Now they can.Missed shot restriction:
The distance of a missed shot is based on how far a target is from the pawn, the angle arc for shots to be fired in, and one of 6 options for the distribution behavior. No more bullets landing behind the pawn firing.Evasion:
Movement speed based evasion provides pawns with an enemy accuracy debuff based on the current speed of your pawn. Useful for moving pawns between cover. Options include a minimum speed, a scaling factor, and the option to have advanced accuracy affect the effectiveness of the debuff.Melee Parrying:
Pawns can now parry attacks based on their facing direction and their melee hit chance. Pawns need to have a weapon equipped to parry and cannot parry if hit from the back. The effectiveness of parrying from the side and front are configurableTargeting Modes and Flanking:
Inspired by targeting modes and Battletech, you can now select a target height for your attacks with melee and ranged damage workers. Plus, attacks from the side now only hit parts on the same side, and attacks from the back will only hit torso or central body parts. This allows for careful control of what parts of the body are hit based on the height and facing. (note, gizmo textures are currently placeholder)Custom Damage Workers:
Bullets now have a custom damage worker that is a composite of the melee stab and cut damage workers. The result is a simulated weapon behavior based on a gun's stopping power.- Stopping power below 1 will result in bullet "fragmentation" where multiple body parts are hit in a single shot
- Stopping power between 1 and 1.5 will have the bullet "pass through" the target injuring all parts hit twice
- Stopping power above 1.5 will have a "mushrooming" effect with increased damage on the initial target and will not spread to other targets
- Effects of stopping power are neutralized if the shot is reduced by armor
- Arrows have a chance to force hit an internal target
- Hitting an internal target behaves just like vanilla with damage to the internal part and the outside part
- Hitting an external target will try to pick a nearby external part and deal 2/3 of the total damage to both parts, or full damage to 1 part.