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v1.6 Kill it with Fire
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released this
01 Nov 20:09
·
1457 commits
to master
since this release
Balance
- Adjusted animal combat power values
- Firefoam grenades now extinguish all fires in blast radius
- Flammability of pawns depends on equipped apparel
- Explosion damage falloff is now quadratic instead of linear
- Rebalanced all damage and armor to fit new armor model
- Elephant tusk and Thrumbo horn no longer valid melee weapons, as they would be too heavy to use
- Moved molotov, javelin crafting to crafting spot
- Recurve bow now uses same ammo as short bow
- Machine guns now use point target range instead of area target (600m instead of 800)
- Reduced binoculars range to 700m
- Sieging raiders will spread out more, engage targets further away
- Incendiary launcher and mortar no longer deal direct damage, spawn random fires in large area instead
- Megaspiders and scythers have greatly improved penetration on melee attacks
- Sappers will put reduced priority on pathing around turrets
- Changed wildness of wargs 60 => 30, wolves 85 => 65, bears 80 => 60
- Pawns with higher health scales are less affected by beanbags
- Rebalanced Blazebulb:
- Yield 5 => 3
- Grow days 5 => 6
- Minimum skill to plant => 6
- Work to harvest => 800
- Centipedes now have aim delay equivalent to careful shooter trait
- Grenades now target the ground underneath the target to fix accuracy issues
- Increased health of Mechanoid corpses to stop them disappearing from explosions
- Rebalanced Thrumbo armor
- Secondary damage, electrical burns no longer merge into single hediffs
Features
- Manned turrets can be reloaded via haul job
- Untreated cobra bites now induce venom buildup
- Gun recipes display ammo-related stats in info menu
- Turrets display weapon-related stats in info menu
- Ammo displays damage stats in info menu (again)
- FSX and Prometheum can explode when damaged
- Ammo can be smelted
- Fire spreads according to wind direction and strength
- Plant flammability depends on precipitation
- Indoor fire produces black smoke, traveling around and causing smoke inhalation hediff
- Added gas mask and improvised gas mask, provide smoke protection at stat penalties
- Added support for multiple apparel layers on head
- Tuque now worn on middle layer
- Simplified carrying gear rendering, now shows on portraits
- Unlocked draw sizes for equipped weapons
- Replaced vanilla sprites with more realistically proportioned version to utilize unlocked draw size
- Armor is now measured in millimeters of RHA equivalent for sharp and Megapascal for blunt
- Various size measurements now display in meters instead of cells
- Unarmed damage now scales with melee skill
- Rifle calibers now have API, HE and sabot ammo types
- Fragments now spawned over 10 ticks to improve performance
- Added letter to warn player a month before mechanoids can start raiding
- Added more combat taunts
- Vanilla machine pistol stats changed to MAC-10
- Predators attack immobile targets will always hit the neck
- Mechanoids now use sapper AI
Fixes
- Fix error on non-violent pawn reloading turret
- Embrasure terrain affordance matches walls
- Fixed instant turret construction
- Prevent fuel puddles spawning inside closed doors
- Fixed error on updating loadout from pack animal
- Fixed shotgun partial reloads transmuting ammo
- Fixed pawns not being able to shoot over one-another's shoulder
- Fixed projectiles colliding with shooter's own cover
- Fixed pawns trying to shoot an empty gun
- Fixed rare error on new game start
- Fixed Napalm applying Prometheum-soaked hediff
- Shield belts deactivate when operating manned turrets
- Bullets will no longer remain stuck in the air on encountering errors
- Fixed recoil applying on first shot of burst
- Shields now equipped on shoulder in separate apparel layer to work around vanilla bionic hand bug
- Fixed surgery and new game injuries being deflected by armor
- Fixed suppression not being affected by armor
- Fixed move penalty on incapacitated pawn displaying bad values
- Fixed mechanoids being unable to raid
- Fixed weapons with low parry bonus having excessively high parry chances
- Fixed quadruped bodies not having armor coverage on legs
- Fixed armor values not scaling with apparel health
- Fixed traders not carrying Prometheum/FSX and not accepting ammo
Combatibility
- Added patches for: Spartan Foundry, Dragons, Better Infestations, Cupro's alloys, RoM - Bones, Orassans, Thrumkin, Black Widows, Vanilla Armor Expanded, courtesy of Almantuxas
- Added patch for Asari, Gas Shells & Traps, updated GouRIMet, by N7Huntsman
- Updated patches for: Apparello, Weapons+, More Mechanoids to new armor system
- Apparello patch uses new head layers