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Patch Anomaly DLC #3105
Patch Anomaly DLC #3105
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Add CE patches for ghoul and shambler weapon
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-8808256338.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-8808275261.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-8809214818.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9440377170.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9446152180.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9459750961.zip |
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Code looks good
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9492356836.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9492527032.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9492759877.zip |
Crossbow bolts and crossbows themselves like the Spiker are commonly considered medieval, wouldn't it be more appropriate for the Spike bolts' (bioferrite arrows(?) bolts) texture path to be inside the Medieval folder? |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9511181882.zip |
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Overall seems workable, haven't run into any major bug issues from a decent amount of colony time (haven't tested all events in regular play but most have been completed in devmode quickly testing).
Entity downing seems to be a little odd since a lot of them tend to go down very quickly but just barely, and often get back up shortly afterwards. But otherwise not problematic as far as I have experienced.
As noted in the other note, noctol just needs its add changed to a replace and then I can't see any other specific issues with operation of the branch/patch.
Gorehulks/fleshbeasts/sightstealers/rev/human shamblers/ghouls/metalhorrors have all worked fine in normal play.
Further testing completed. Shape flesh ability does not work.
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9589489247.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9590389041.zip |
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Deadlife pack currently does not consume charges.
In vanilla it is single use and disposable.
I'm not sure if we have a one use variant of the static launch verb we use on apparel.
If not we could just force it to use/reload with deadlife shells, which is sensible but does significantly increase the power of the pack (and consequentely reduce the effective strength of the creep joiner that has the deadlife ability).
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9606445899.zip |
All tested equipment/abilites seem to be working without issues now. Able to complete a playthrough without any gamebreaking issues arising outside of those now resolved. |
Additions
Dummy PR for tracking/testing purposes.
Changes
References
Related to #3024
Reasoning
Alternatives
None, really.
Testing
Check tests you have performed: