// Combat · RimWorld Mod

Misstall's Combat Tweaks

Adds Suppression and Flanking to the Battlefield Even when a bullet misses, passing close by or striking nearby will gradually suppress pawns.

Adds Suppression and Flanking to the Battlefield

Even when a bullet misses, passing close by or striking nearby will gradually suppress pawns. Use cover to pin enemies down, then move around their flank or rear to create more dynamic and mobile firefights.

This mod was created using ChatGPT Codex Modmixer.

Suppression System

Suppression builds from bullets passing nearby, impacting nearby surfaces, and hitting pawns. Suppression progresses through several stages, from Shaken to Incapacitated, reducing accuracy, attack frequency, and movement speed. At the most severe stage, a pawn remains conscious but is unable to act. Suppression gradually recovers after incoming fire stops. Pawns that recover from incapacitation also receive temporary resistance against becoming incapacitated again.

Flanking and Rear Attacks

Attacks are classified as frontal, flanking, or rear attacks based on the target’s facing. Flanking attacks deal more damage and generate more suppression, while rear attacks receive an even greater bonus.

Battlefield Evacuation

Carry a suppressed ally to a designated cell within 10 cells of their original position. The carrier must be less suppressed than the target. During evacuation, the carrier avoids the usual carrying speed penalty and gains suppression resistance. If the carrier becomes incapacitated or the carried pawn recovers from suppression, they are dropped at the current location.

Sources of Suppression

Suppression can be caused by: Bullets passing close to the target Impacts near the target or against nearby cover Direct hits against the target Hits against nearby allies Nearby allies being downed or killed Powerful single-shot headshots and explosions generate considerably more suppression than ordinary gunfire.

Environment and Equipment

Pawns caught without cover receive more suppression. Projectiles that pass through smoke generate less suppression, while pawns inside smoke recover from suppression more quickly. Active personal shields prevent ordinary suppression. In RimWorld 1.6, attacks configured to bypass shields also bypass this protection. Area shields do not prevent suppression, but help pawns inside them recover more quickly. High-stopping-power projectiles and single-shot weapons generate more suppression. Pre-industrial weapons generally produce less suppression than modern firearms.

Individual Suppression Resistance

A pawn’s resistance to suppression is affected by: Pain resistance Mental break threshold Shooting and Melee skill Stagger resistance Inhumanized and similar conditions Mechanoids, certain mutants that cannot suffer mental breaks, and humanlikes without a functioning mind are immune to suppression.

Light/Dark Accuracy

Firing from a lit area into darkness incurs an accuracy penalty. Conversely, firing from darkness into a lit area grants an accuracy bonus.

Suppression Markers

Suppressed pawns display an inverted triangular marker above their heads. The marker is gray while recovering, then changes through yellow, orange, and red as suppression becomes more severe. Suppression markers can be disabled in the mod settings.

Settings

The following options can be configured: Enable suppression for colonists Enable suppression for non-colonists Suppression gain multiplier Suppression recovery multiplier Colonist suppression gain multiplier Flanking and rear attack bonuses Suppression stage markers More detailed balance values can be adjusted through the mod’s configuration files.

Compatibility

Proper Shotguns All pellets fired by Proper Shotguns are grouped as a single shell, preventing excessive suppression from being applied once per pellet. Vanilla Fire Modes In RimWorld 1.6, fire modes can also be applied to manned turrets. RunAndGun Improves transitions between movement and aiming, including preserving aim when a new movement order is issued. Also adds Combat Pace, which reduces movement speed in exchange for a smaller moving accuracy penalty. Search and Destroy Adds a melee Search and Destroy mode for pawns carrying ranged weapons while Fire at will is disabled. Vanilla Expanded Framework Corrects weapon angles when Vanilla Expanded Framework and RunAndGun Continued are used together. This mod does not replace ranged combat AI or overhaul the entire combat system. It preserves vanilla combat while giving suppressive fire, cover, flanking, and positioning greater tactical importance. ============================================================= I've also created other race mods. I'd be happy if you'd use those as well!

Aliaile Race

https://steamcommunity.com/sharedfiles/filedetails/?id=3605570313

Vigil Race

https://steamcommunity.com/workshop/filedetails/?id=3473101740