Unique Melee Weapons
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О материале
«Unique Melee Weapons» — материал мастерской RimWorld. Моды для колонии: новые возможности, предметы и удобство игры. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.
Описание автора
About
Odyssey introduced 13 unique weapons: rare one-off variants which roll up to 3 random traits (from 42), colors and names, obtained from quests and world loot. Every one of them is a "gun". Melee got nothing.
This mod fills the gap. New unique variants of vanilla neolithic and medieval melee weapons, each stuffable, with their own set of new traits, name rules, and clean double-masked textures.
8 Unique Melee Weapons
Unique variants of vanilla knife, gladius, longsword, spear, mace and breach axe, plus axe and warhammer with Royalty. Each inherits its base weapon's tools and stats.
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Stuffable, unlike Odyssey's ranged uniques, so material stat multipliers apply as normal
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5 hand-drawn art variants per weapon, with unique accent color and material/stuff tint rendered together independently
28 New Weapon Traits
Traits roll from 6 new categories, gated by what the weapon physically is. A spear can be barbed but not flanged; a mace can be bell-cast but not razored. Psychic blessings on the wielder remain the domain of persona-bond weapons.
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Bladed: razored, serrated, monomolecular*, plasma-cored*
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Pointed: needle point, armor spike, barbed, envenomed, opiated
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Blunt: flanged, studded, bell-cast, dead-blow, zeus-headed*, piledriver
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Heavy: head-weighted, counterweighted
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Guarded: quilloned (for weapons with a real hand guard)
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Universal (vanilla): ornamental, ugly, lightweight, cumbersome, gold inlay, jade inlay
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Universal (new): blood-stained, carbonized, enameled, storied
*requires Royalty DLC
New Melee Effects
Most interesting unique-weapon trait fields don't work for melee; the game only reads them for guns and persona weapons. New traits do real work:
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On-hit effects: extra damage, stuns, staggers, mental breaks, bleeding wounds, toxic and sedative buildup
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Damage types rerouted: a serrated edge tears ragged wounds, an envenomed point delivers tox
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Armor penetration tuned separately from damage (typically vanilla couples these), and also per tool
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Wielder-side effects: a needle point's difficulty to land, a quilloned guard's chance to parry
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Forced body color: carbonized black, enamel violet, monomolecular white, plasma orange, dried-blood red
New Active Abilities
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Earthshake (piledriver): slam the weapon into the ground and send out a stunning shockwave that passes under walls.
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Rallying cry (storied): raise the weapon and shout a rallying cry, allies temporarily shrug off pain and staggers.
More TBD, ideas welcome!
New Warband Quest
A low-tech parallel to Odyssey's ancient mercenaries quest. A roving tribal war party has holed up in an abandoned settlement and their chief carries a unique melee weapon. Take out the leader and it's yours.
Settings
Your colony, your rules:
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Toggle weapons individually if you don't like any.
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Disable ultratech traits for lower-tech runs.
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Tune ability cooldowns, radii, duration.
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Adjust or disable warband quest frequency.
Mod Compatibility
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Safe to add to existing saves
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Unsafe to remove, but everything can be turned off in mod settings
(https://steamcommunity.com/sharedfiles/filedetails/?id=3707263149): fully integrated and tuned, thematically realized trait costs
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Melee traits are completely separate from Odyssey's own ranged-only traits, and Royalty's bladelink traits
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Not tested with Combat Extended yet (reports welcome)
FAQ
Q: Do I need DLC to use this? A: Yes. Needs Odyssey's unique weapon system. Doesn't need Royalty, but it does unlock extra weapons/traits, per above.
Q: How do I get the weapons? A: The same way as Odyssey's ranged uniques: Quest rewards, ancient crates, fishing and map-generation loot all roll them. Also the mod's own new warband quest
Q: But they're so rare! And the traits and colors aren't what I want! A: Check out (https://steamcommunity.com/sharedfiles/filedetails/?id=3707263149), all weapons are fully supported.
Q: Was this made using LLMs!? A: Some of the grunt code, and most localizations. I'm a software engineer by trade, and have been writing code for 25 years. All code is manually reviewed and tested; all bug reports and mod-conflicts followed up personally as time and detail allows. All art is either commissioned from humans, hand-authored in Krita, or both.
Localization
English, Simplified Chinese, Traditional Chinese, French, German, Japanese, Korean, Brazilian Portuguese, Russian and Spanish. Additional requests, and corrections from native speakers, are very welcome.
Links
GitHub - Source code, bug reports, feature requests etc
(https://steamcommunity.com/sharedfiles/filedetails/?id=3707263149) sibling mod Hero art and textures by IcyCheeseCake
Как установить и запустить
Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.