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Vanilla Combat Tweak

Translated by AI Feature [Armor Curve Rework] - The new armor mechanism results in four possible outcomes when attacked: Deflection (damage negated, green line), Block (damage reduced by 80%, blue line), Cushion (damage reduced by 40%, orange line), and Penetration (red line). I'm too lazy to write a full analysis. In short, the rate of taking no damage is slightly lower than vanilla, but damage reduction is significantly improved. At low effective armor, it's similar to vanilla. At high effective armor, effective HP is doubled. The new armor is more stable and reliable, the curve is smoother, and it stays close to vanilla's armor mechanics. Feature [Armor Tab] - Inspired by Wearing Armor Info, this adds an Armor tab to information cards. Requires a game restart to take effect. Feature [Move List] - Adds a move list to the Armor tab. Requires the Armor Tab feature to be enabled to display. Feature [Hard Bones] - When internal body parts (like the brain) receive non-penetrative damage (e.g., blunt damage), if the damage is minor (e.g., 4 points), the damage is transferred to the bone connected to that part. No more worrying about being punched into a Brain (Scar) 4.0! The skull will take the hit! The damage transfer threshold and transfer probability are related to the bone's HP; lower HP makes transfer less likely. Example: Gunshot damage to the brain converted to blunt damage by armor reduction will transfer to the skull; attacks from a warhammer that aren't mitigated by armor cannot be transferred. Note: Damage doesn't vanish; it simply makes pawns with high effective armor and damage reduction less prone to scars and bleeding. The increased damage reduction from the new armor mechanics enhances the effect of Hard Bones. Feature [Hard Bionics] - When a pawn receives damage to a part with over 100% efficiency, the damage is significantly reduced based on the part's efficiency (reduction configurable). Bionics are now very sturdy and won't be easily destroyed. No more need for the poorly compatible Elite Bionics Framework mod. Feature [Armor Durability Adjustment] - (Disabled by default. If enabled on an existing save, durability won't sync with max HP retroactively.) An armor's maximum durability is increased based on the durability coefficient of all its materials and its armor value, considering only hard materials. Note: Armor's maximum durability will not decrease from this. Feature [Armor Strengthening Based on Durability] - (Disabled by default. Only works if Armor Curve Rework is enabled.) Armor value increases based on durability. When durability is above X%, an additional Y% armor is added. The lower the durability, the lower the increase. The increase drops to 0% when durability reaches Z%, and armor is reduced by A% when durability reaches B% (all configurable). Note: Does not affect armor without durability or integral armor. Makes pawns very tanky. Feature [Melee Hit Limit Breakthrough] - Hit chance can exceed 100%. Hit chance over 100% reduces melee dodge chance by an equal amount. Feature [Weapon & Resource Explosion Resistance] - Weapons and resources (when on the ground) receive only 25% explosion damage. Feature [Melee Growth Adjustment] - (Disabled by default.) Changes melee hit chance progression: 60% at level 0 (vanilla 50%), 100% at level 10 (vanilla 80%), 120% at level 20 (vanilla 90%), and 160% at level 60. Also adjusts dodge chance progression: 35% at level 20 (vanilla 30%), 60% at level 60 (vanilla 50%). Feature [Scar Pain Reduction] - (Disabled by default.) Whenever a pawn has a birthday, the pain level of their scars decreases. Feature [Ranged Hit Fine-tuning] - (Disabled by default.) Adjusts the curve so that ranged hit chance still provides benefits beyond level 20. Feature [Display Melee Cooldown & Hit Chance] - (Disabled by default.) Vanilla hides these in melee DPS; now they are displayed separately. Feature [Melee Gains Unstoppable] - (Disabled by default.) Based on melee level, gain up to 50% Unstoppable (reduces suppression time multiplier). Feature [Pawn EMP & Stun Adaptation] - (Disabled by default.) Pawns can adapt to EMP and stun. Adaptation time when stunned is 8 seconds; adaptation time when EMP-stunned is the same as for mechanoids. Feature [Hardened Shield Belts] - (Disabled by default.) Shield belt energy loss ratio to damage taken is reduced to 1% (vanilla 3%). EMP no longer breaks shields but instead causes 4x damage (EMP launcher causes 200 shield energy loss). Feature [Animal Hardening] - (Disabled by default.) Animals' sharp, blunt, and heat armor are increased to 1.5x, up to a maximum of +40% (higher base armor gets higher increase). Insectoids' sharp, blunt, and heat armor are increased up to a maximum of +40% (higher base armor gets lower increase). Stacks with Animal Hardening via Leather. Feature [Animal Hardening via Leather] - (Disabled by default.) Animals now gain armor equal to a percentage of their slaughter-leather's material coefficient and body size (Sharp 25%-50%, Blunt 50%-100%, Heat 15%-30%). Feature [Animal Attack Up] Animals increase the power of their attacks based on their size. The larger the size, the higher the damage. The maximum increase can reach up to 150% of the original. Feature [Default Melee Hit Adjustment] - (Disabled by default.) Raises the default melee hit chance for units with no melee skill to 10. Strengthens animals, insectoids, and scythers (slightly enhances their melee capability, but that's it). Feature [Armor Cap Limit Weakening] - (Disabled by default.) Armor exceeding 200% is significantly reduced (when armor value > 2, formula is 2 + log(n, 5), where n is armor value - 1). Feature [Quality Affects Damage Received] - (Disabled by default.) Quality affects damage received by non-unit entities (armor, buildings, etc.): Good *70% (equivalent to 1.4x HP), Excellent *50% (equivalent to 2x HP), Masterwork *40% (equivalent to 2.5x HP), Legendary *33% (equivalent to 3x HP). Feature [Anti-Explosion Clothing] - (Disabled by default.) When clothing durability is below 5%, it loses no durability, but its armor value is treated as 0%. Feature [Heavy Armor Optimization] - Adapted from the Thick Armor Mod. The second layer of multi-layer armor (e.g., Marine Armor) also provides armor, but its effect is reduced by a percentage. Requires a game restart. Feature [Fixed Melee No-Stain] - (Disabled by default. Requires OA Genes.) Fixes the Melee No-Stain bug from Jinx. VCR now correctly displays dodge chance. Since I rewrote the Melee No-Stain code, you need to disable "Enable Melee No-Stain" in Jinx's mod settings to avoid conflicts. Feature [Melee Dodge Ranged] - (Disabled by default. Requires VEF.) Allows melee units to dodge ranged attacks. Probability is influenced by moving capacity and melee skill, increasing by +3% per level starting from Melee level 10, reaching 30% at level 20. Mod Compatibility: The Armor Curve Rework feature is incompatible with mods that alter armor mechanics (e.g., ReliableArmor and CE). Other mods should be compatible. Performance: Negligible impact.