Hardened Armor
[i]"You’ve got armor. They’ve got shivs. No excuses."[/i]
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In RimWorld combat, a bullet to the flak vest [i]shouldn’t[/i] leave you bleeding out while raiders loot your fridge.
It should deflect off, make a satisfying clink, and serve to show the attackers how pathetic they really are.
[b]Hardened Armor[/b] makes armor hard.
Gone are the days of shivs through cataphract armor.
Now are the times of the cataphracts.
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Features:
- Armor Hardening: Serves as a multiplier on existing armor toughness.
- Weapon Hardening: Makes AP matter more. Just because you are hiding in an armor shell does not mean an anti-material rifle cannot still say hello to your innards...
- Control your experience: Use sliders to set custom values to fine tune your experience.
- Compatibility: Uses base game armor values and weapon stats so is compatible with anything designed to be compatible with vanilla Ribaorld.
Built for Ruggedness, Not Bickering
No funny business, no special exceptions — [b]Hardened Armor[/b] was written to [i]just work[/i].
All the mod does is redo armor and subsequent damage/body part hit calculations. There should be no conflict with any mod that uses existing armor values in game.
Theoretically, this should be CE compatible, but you may experience some weird interactions and need to tweak the default settings to get your desired pain level playing experience.
It applies to [b]colonists[/b], [b]raiders[/b], [b]animals[/b], [b]mechanoids[/b], and any new horrors other modders dream up.
Check out the verbose logging or the below discussion that goes through the exact math.
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[i]It’s not just a fancy armored box.[/i]
[i]It’s a [b]functional[/b] fancy armored box.[/i]
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If you enjoy these mods, consider donating to the potato fund! --> [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fko-fi.com%2Fsirprook]https://ko-fi.com/sirprook[/url]
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Now with 25% less existential dread of lost lungs!