Vanilla combat outcomes are highly uncertain. Even legendary armor can be pierced by a single strike, and pawns can collapse in seconds. The timing of death is unpredictable.
This mod fully RPG-ifies combat. Death only occurs when HP reaches zero—no random maiming or instant kills. Remaining health is visible in real time.
Implementation: three independent health layers (Base, Equipment, Magic) absorb damage in a fixed order.
You can instantly refresh all health values by unequipping and re-equipping any apparel
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Equipment Health
An extra shield independent of the body. All armor values from clothing, armor, and implants are converted into an equipment health maximum. More gear means a longer bar. Equipment health is deducted first when taking damage; only after it depletes does damage reach the next layer. It regenerates slowly outside of combat.
Body part health is no longer used, but implants still have value—their part efficiency and armor values are converted into equipment health, making them an important means of improving survivability.
Humans: (Sharp armor sum + Blunt armor sum) × Equipment Health Multiplier + Equipment Health Offset
Animals/Insects: (Self three armor types total) × 60 + (Leather three armor types with Heat halved) × 30
Mechanoids: (Sharp Armor + Blunt Armor) × 350
The Equipment Health Multiplier and Offset are provided by magic attributes.
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Magic Health
Maximum determined by psychic sensitivity and age, with independent magic armor and incoming damage multiplier. A highly sensitive pawn is both a powerful caster and a tough warrior. Regenerates continuously during combat, affected by the Magic Health Regen Multiplier. Animals and mechanoids do not possess this layer.
Humans: (Psychic Sensitivity × 50 + Biological Age^0.6 × 4 + Chronological Age segmented curve) × Magic Health Multiplier + Magic Health Offset
The Magic Health Multiplier, Offset, Magic Armor, Incoming Damage Multiplier, and Regen Multiplier are provided by magic attributes.
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Base Health
The final layer, damaged only after the first two are fully depleted. Protected by vanilla armor reduction and incoming damage multiplier. Forced downed when below 30; death at zero. Medical treatment restores base health without affecting equipment or magic health.
Human base value: 80. Diet diversity provides additional health. Melee skill grants tiered bonuses per level (+8 at level 20). Mining, Construction, Plants, Animals, and Medical each provide +20 at max level.
Animals/Insects: BodySize × 80.
Mechanoids:
Base Health = Market Value Term + Body Size Term + Mass Term
Market Value ≤1200: BaseMarketValue × 1% × 2
Market Value >1200: BaseMarketValue × 1% × 6
BodySize ≤3.50: BodySize × 40
BodySize >3.50: BodySize × 100
Mass × 0.4
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Diet Diversity System
Unique vegetables and meats consumed are recorded in a 90-day food memory. Greater variety grants larger bonuses to base health maximum, encouraging diverse food sources.
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14-Attribute Magic System
Flame, Cold, Lightning, Rock, Nature, Metal, White Magic, Black Magic, Sun, Evil, Wither, Spirit, Function, Gravity. Each attribute is leveled independently, providing over 50 distinct bonuses. Mastery threshold bonuses unlock at 50, 100, and 150 points. 12 skills provide extra specialization points, limited to specific attributes.
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Economy System
Adding points costs silver; the cost per point equals the current total points + 1. Removing points is free. Purchasing available points requires silver, steel, chemfuel, and gold. Developer mode waives all costs.
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Health Bar System
Base, magic, and equipment health bar colors can be independently adjusted for each faction. Allies, enemies, neutrals, and a specific pawn each have independent toggles.
Compatible with RimHUD; three custom third-party widgets can be added via its preset editor.
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Combat Mechanics
Percentage and flat damage reflection. Magic lifesteal and equipment lifesteal. Magic armor provides independent reduction based on the harmonic mean of total body armor. Fully compatible with vanilla armor and incoming damage.
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Damage Processing Pipeline
All damage enters as a raw value and passes through the following processors by priority:
Priority 1: Magic Lifesteal Processor. Attacker recovers magic health = raw damage × lifesteal rate. Unaffected by later reductions.
Priority 2: Attack Amplification Processor. Melee/ranged damage multiplier, distinguishes weapon type.
Priority 3: Percent Reflection Processor. Defender reflects damage = damage × reflect rate. Reflection depth limited to 1.
Priority 4: Flat Reflection Processor. Reflects a flat damage value, same depth limit.
Priority 5: Flat Reduction Processor. Damage minus a flat reduction value, calculated before all health layers.
Priority 6: Equipment Health Absorption Processor. Deducts from equipment health first, applying equipment incoming multiplier first.
Priority 7: Magic Armor Processor. Independent reduction based on harmonic mean total armor × multiplier, only active when magic health > 0.
Priority 8: Magic Health Absorption Processor. Deducts from magic health, applying magic incoming multiplier first.
Priority 9: Vanilla Armor Processor. Calls vanilla armor calculation, always active.
Priority 10: Vanilla Incoming Damage Multiplier Processor. Damage × incoming damage factor (e.g., the Tough trait). Final step.
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You can now adjust global difficulty multipliers via the Mod Settings menu (Main Menu → Options → Mod Settings), including all three HP caps, regen rates, purchase costs, and outgoing damage. All changes take effect immediately with no restart required.
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Performance Notes
The main performance bottleneck is health bar rendering. Other systems only trigger on specific events with no daily overhead. Health regeneration checks roughly every 40 seconds, and max HP sync runs roughly every 15 seconds, both only for player units. Health bar rendering is the primary overhead. During large battles, health bars and numbers can be independently toggled per faction via the settings window.
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Special Note
The mod cannot be safely removed from an existing save.
This mod was created by the author, who has no prior programming experience, entirely through iterative collaboration with an AI. Suggestions are welcome in the comments.
Recommended Mods
Armor options compatible with this mod. (原版战斗微调)https://steamcommunity.com/sharedfiles/filedetails/?id=3637234000
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FAQ
Q: Compatible with CE?
A: Not tested.
Q: Compatible with Isekai RPG Leveling?
A: Partially linked. Higher mob rank grants higher base health. The max health bonus from Vitality also affects base and magic health.
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Language Support
Simplified Chinese, English.
My Other Mods
Portrait & Head Customizer:https://steamcommunity.com/sharedfiles/filedetails/?id=3723388714
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Feedback & Suggestions
Please leave a comment on the Workshop page. For compatibility issues, include your mod list and logs.