𝘾𝙡𝙤𝙨𝙚 𝙌𝙪𝙖𝙧𝙩𝙚𝙧𝙨 𝘾𝙤𝙢𝙗𝙖𝙩 𝘽𝙧𝙪𝙩𝙖𝙡𝙞𝙩𝙮 adds more variety to unarmed melee and expands on the dodging system. Melee weapons will also buff the chance of avoiding a melee attack.
New melee attacks
Pawns will now perform other melee attacks besides punching with their fists. This includes:
● Striking with their palm heel (hand).
● Hitting somebody with their elbow (arm) or a knee (leg).
● Kicking by using their leg of course
● Pushing people to stun them (arms).
● Scratching with their nails (fingers).
● Biting people (increased chance of happening).
● Bashing somebody with their own head (-||-).
All vanilla bionics and prosthetics, that should have a melee attack now have one, including the peg leg and the denture.
Avoiding melee attacks
Dodging is now more powerful since the effect of the melee skill has been doubled. The ability to hear will also affect dodging. Any bionics that improve hearing, sight or moving will also improve dodging.
Melee weapons will increase the chance of avoiding a melee attack. Bigger weapons like a spear will have a greater impact, while a knife will only boost it by one point.
𝘾𝙤𝙢𝙗𝙖𝙩 𝙀𝙭𝙩𝙚𝙣𝙙𝙚𝙙 is incompatible with 𝘾𝙌𝘾 𝘽𝙧𝙪𝙩𝙖𝙡𝙞𝙩𝙮.
(Here's the 𝘾𝙀 version: https://steamcommunity.com/sharedfiles/filedetails/?id=2562086048
𝘾𝙌𝘾 𝘽𝙧𝙪𝙩𝙖𝙡𝙞𝙩𝙮 is a basic xml mod, so it should work with any 1.2 and 1.3 mod out there (outside 𝘾𝙀), but custom melee weapons from other mods won’t magically get an ability to effect melee avoid chances. Custom race mods probably won’t have any of the new unarmed melee attacks without patching.
At the very moment, only the melee weapons in these mods have been patched to have an ability to effect melee avoiding chances:
-𝙈𝙤𝙧𝙚 𝙈𝙚𝙡𝙚𝙚 𝙒𝙚𝙖𝙥𝙤𝙣𝙨!
-𝙁𝘾𝙋 𝙈𝙖𝙠𝙚𝙨𝙝𝙞𝙛𝙩 𝙒𝙚𝙖𝙥𝙤𝙣𝙨 𝙋𝙖𝙘𝙠
-𝙁𝘾𝙋 𝙈𝙞𝙣𝙪𝙩𝙚𝙢𝙖𝙣 𝙀𝙦𝙪𝙞𝙥𝙢𝙚𝙣𝙩 𝙏𝙚𝙖𝙨𝙚𝙧
-𝙁𝘾𝙋 𝘾𝙝𝙞𝙣𝙚𝙨𝙚 𝙍𝙚𝙢𝙣𝙖𝙣𝙩 𝙀𝙦𝙪𝙞𝙥𝙢𝙚𝙣𝙩 𝙏𝙚𝙖𝙨𝙚𝙧
-[O21] 𝘿𝙧𝙖𝙜𝙤𝙣𝙨 𝙉𝙤𝙩 𝙄𝙣𝙘𝙡𝙪𝙙𝙚𝙙
-𝘼𝙣𝙘𝙞𝙚𝙣𝙩 𝙀𝙖𝙨𝙩𝙚𝙧𝙣 𝘼𝙧𝙢𝙤𝙧𝙮
-𝙆𝙞𝙩'𝙨 𝙍𝙤𝙢𝙖𝙣 𝙒𝙚𝙖𝙥𝙤𝙣𝙨
-𝙆𝙞𝙩'𝙨 𝙑𝙁𝙀 𝙒𝙚𝙖𝙥𝙤𝙣𝙨
-𝙃𝙚𝙖𝙫𝙮 𝙈𝙚𝙡𝙚𝙚 𝙒𝙚𝙖𝙥𝙤𝙣𝙨
-𝙏𝙝𝙧𝙪𝙢𝙗𝙤 𝙃𝙤𝙧𝙣 𝙒𝙚𝙖𝙥𝙤𝙣𝙨
-𝘾𝙮𝙗𝙚𝙧𝙣𝙚𝙩𝙞𝙘 𝙒𝙖𝙧𝙛𝙖𝙧𝙚 𝙖𝙣𝙙 𝙎𝙥𝙚𝙘𝙞𝙖𝙡 𝙒𝙚𝙖𝙥𝙤𝙣𝙨
-𝙈𝙚𝙙𝙞𝙚𝙫𝙖𝙡 𝙈𝙖𝙙𝙣𝙚𝙨𝙨: 𝙏𝙤𝙤𝙡𝙨 𝙤𝙛 𝙩𝙝𝙚 𝙏𝙧𝙖𝙙𝙚