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Edo Themed Expansion Patch #3399

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merged 10 commits into from
Sep 12, 2024

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Arcalane
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@Arcalane Arcalane commented Sep 5, 2024

Additions

Adds more-or-less complete compatibility for Hei's Edo Themed Expansion modset.

This is mostly ready for use, though some minor balance tweaks may be in order.

I'm aware bash/Moonwarden have a seperate patch, but it's standalone and uses the old patch logic rather than the new loadFolders system. I started over from scratch when making this one (prior to discovering said standalone patch existed), though I did take some notes from both their patches and the existing patches to T's Samurai Faction.

As a final note: the starting scenarios are untouched at this time.

Changes

Changes to Edo Themed Expansion Content:

  • Fixed Clanforged Nagamaki being unlocked by Basic Edo Metalworking
  • The Kanabo can be made out of Woody and Stony materials as well as Metallic_Weapon
  • Adjusted Kimono (+child equivalent) to cover shoulders and legs
  • Weapons lost their innate accuracy bonuses. if they had them
  • Most clothing items and armours lost their innate bonuses/penalties to things other than social impact and negotiation ability, such as pain shock threshold or movement speed; I might restore some of these in a slightly more generalized sense
  • Removed use of the VFEC "on top" layer from the Heavy Do-maru since it's redundant with CE's Shell/Outer layers

Changes in the context of CE and other notes:

  • Blackpowder Bombs are basically CE Stickbombs with a very small amount of added shrapnel due to having a metal casing (~15 small frags, which actually makes them more dangerous to the user than regular stickbombs)
  • Blackpowder Barrels maybe need a damage buff? They're weaker than stickbombs despite being a literal barrel full of powder, after all. They do have a decent number of small fragments though.
  • Thrown Kunai were made using the Shuriken from T's patches, but changed to deal Stab damage rather than Cut damage, and have penetration comparable to arrows
  • Tanegashimas likewise use the same stats as the ones from the T's Samurai Factions patches, though they required some additional tweaking as the standard patch op did not remove the special shoot verb they have
  • The Kanabo is based off the CE:Melee Maul, and the Odachi off the CE:Melee Zweihander, whilst the Wakizashi is based on the Gladius (I think), the Tanto is based on the standard Knife, and the Masakari is based on the Axe
  • The Bokken is just a Katana that deals only Blunt damage - a well-made bokken can and will crack skulls in the hands of a capable wielder
  • The Nagamaki is a Katana with better defensive stats but slower attack speeds (same blade length, longer handle)
  • In general, Edo weapons are slightly faster than western equivalents and have their attack weights favour their slash/cut attacks over stab attacks, but should deal slightly less damage or have worse penetration; if they're not faster, then their damage/pen should be untouched
  • Clanforged weapons are basically their original versions but with small buffs to bulk, mass, attack speed, damage, and penetration (still nowhere near mono weapons)
  • Ronin/Legendary katanas are even better than Clanforged, keeping in mind the Legendary versions are also persona weapons and thus uncraftable
  • Heavy Do-maru stats are 1:1 equivalent to Plate Armour; standard Do-maru and Tatami armour are lighter in terms of bulk/mass, with less and no dodge penalty respectively, and lower protective values
  • Kabutos use the CE:Armors plate helmet stats but with slightly reduced mass/bulk and no accuracy penalties, as they have no face zone protection
  • All pawnkinds capable of spawning with ranged weapons have been forcibly given straw backpacks via apparelRequired, to ensure they have sufficient bulk capacity for their additional equipment.

Testing

  • Compiles without warnings
  • Game runs without errors
  • (For compatibility patches) ...with and without patched mod loaded
  • Playtested a colony (currently in progress, about two ingame years have passed so far)

@Arcalane Arcalane requested review from a team as code owners September 5, 2024 11:45
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github-actions bot commented Sep 5, 2024

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10719704024.zip

@github-actions github-actions bot added the Download in Comments This PR has a zipfile download available. label Sep 5, 2024
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github-actions bot commented Sep 5, 2024

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10727107010.zip

stops red-errors when a pawn with a strawcloak is hit, and gives ranged weapon wielder pawns enough bulk to have ammo and a sidearm
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github-actions bot commented Sep 6, 2024

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10746495077.zip

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github-actions bot commented Sep 7, 2024

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10755045745.zip

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Arcalane commented Sep 8, 2024

Couple of changes pending; I think I need to change the parent type and equipment slot of straw backpacks, as they can be worn alongside regular backpacks at the moment.

Done.

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10762602720.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10803129623.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10821467089.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10821993593.zip

@Arcalane
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Pawnkinds probably also need patching to ensure they aren't incapable of violence, if that's possible. I've seen a few guards (even a kensei, a melee-specialist type) with greyed out melee/shooting skills during testing.

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Approved.

Applied a few adjustments and tweaks here and there, but everything generally seems in order. A few notes:

  • The straw cloaks can't use StuffEffectMultiplierArmor because they're not stuffable clothing.
  • Removed the carrying apparel ParentName change to avoid creating a load order dependency.
  • Adjusted the range of the black powder weapons a bit.

@N7Huntsman N7Huntsman merged commit 91998a3 into CombatExtended-Continued:Development Sep 12, 2024
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@Arcalane
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Approved.

Applied a few adjustments and tweaks here and there, but everything generally seems in order. A few notes:

  • The straw cloaks can't use StuffEffectMultiplierArmor because they're not stuffable clothing.
  • Removed the carrying apparel ParentName change to avoid creating a load order dependency.
  • Adjusted the range of the black powder weapons a bit.

Greatly appreciate all the touchups and finishing work. I'd forgotten about the StuffEffect thing on strawcloaks, and balancing is not my strong suit.

I believe I tried the ParentName change because straw backpacks were still occasionally popping a red error on a pawn getting hit, but I was still testing stuff at the time. But good to know for any future patches I suppose.

The ranges were taken from the T's Samurai Factions patches (I just copied their entire blocks and changed the target defNames) so those will need to be adjusted too at some point.

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