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Hello everyone and welcome to another dev blog, this time focusing on our latest up and coming addition to Vanilla Weapons Expanded.

According to the RimWorld lore primer released by Tynan, humanity is capable of creating laser weaponry. Don't confuse it with charge weapons - charge weapons have been around for a long time, and operate based on railgun technology, whilst laser weaponry is the newest experimental weapon tech on ultratech technological level.

We all felt like such an interesting weapon set is missing from both RimWorld world as well as mods - the only mod close enough to it is RimLaser, and it doesn't really fit vanilla too well - the balancing is off, weapons feel the same as other already available in vanilla guns except for the massively OP mechanic of setting enemies on fire.

Our latest addition to the Weapons mod gives you access to 4 craftable and 8 non-craftable ultratech weapons. Laser guns are different from normal guns in two ways:

They fire a straight, accurate beam from point A to point B - not a single projectile but a whole beam of them. They have a small chance to set enemies on fire. They pierce armour and shields and apply burn damage.

They have a brand new warm-up mechanic - which means that the longer your pawn is stationary and firing, the faster the weapon will fire. However bear in mind this is countered by a new overheating mechanic - when you see your gun emitting heat glow, it means it's firing at a maximum speed and each consecutive shot has a chance of blowing the energy coil in the gun - this can result is small to medium size explosion, setting everything around your pawn on fire.

Let's take a look at the guns we came up with:


Comments

Anonymous

I am getting some serious Fallout vibes and I love it

Anonymous

So the first 4 are craftable and all the rest is some highly dangerous prototype that will wreck raids ? :D

oskarpotocki

The pinkish-reddish ones are salvagable. The way it works is your pawn with high Intellectual skill can use a new recipe called Salvage laser weapon that using 6 Advanced Components will give you a random one of those 4 weapons. The rest are state-of-the-art military ultratech that can only be obtained as quest rewards, from traders or from a new pawn type that can raid you alongside pirates - a mercenary Marine.

Anthony Phillips

So these are weapons that are difficult to acquire, require an amount of micromanaging during a period in the game where mass combat is largely the only combat available, and instead of bleed or a possibly crippling damage type, they only do burn damage? I feel like I must be missing something fairly simple here as I really don’t grasp the appeal of this weapon type. A weapon that might just self destruct in the middle of a hard emplacement seems like something to avoid...

Anthony Phillips

Going back and looking at the artwork, the ray gun design is certainly a unique choice I don’t think I’ve seen anywhere else. I was expecting something like an internal laser rifle (fallout series). These might grow on me, and they’re certainly the same great quality I’ve seen from the rest of your work. As always, thank you for the effort you guys put into your work and sharing it with us.

Anonymous

Gonna get some one on the CE team to look at this...

oskarpotocki

Yeah an old retro style was my go to. I didn't want laser weapons to just look like "cool sci-fi guns from mass effect or star wars", instead I wanted them to have this unique look that will always make you go "Oh, that's a laser gun!".

Anonymous

Hey there. It would be great if, in addition to this new mechanic, there would be an option (a checkbox of sort) for a pawn to stop firing if the gun is overheating (to reset the rate of fire) automatically. I feel like this amount of micro-managing isn't needed in Rimworld, so it would be nice to at least have a way to avoid it. c: