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Altered Carbon 2: ReSleeved Patch update #3557
Altered Carbon 2: ReSleeved Patch update #3557
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-11880201461.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-11880342892.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-11880369131.zip |
thanks to xexe for the armor stats.
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-11888805668.zip |
should terrain ignore modifier be implemented as a passive hediff into the dragoon armor helmet like the currently existing pain immunity hediff? while the item description of the helmet says "a classifier AI analyzes terrain composition and guides the user, eliminating terrain movement penalties", there is no such ability on the vanilla helmet. this could be implemented, but there are currently concerns that this would impact performance negatively and lead to pathing issues. |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-11905312680.zip |
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Need to restructure some of the conditional patches, but the rest looks fine.
</value> | ||
</Operation> | ||
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<Operation Class="PatchOperationReplace" MayRequire="Ludeon.RimWorld.Royalty"> |
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While it functions correctly here, using a MayRequire
on an Operation doesn't really work properly. I can't tell you exactly how or why, but I poked around with it and found that it does weird things with the conditionality of the patch, despite not throwing any errors.
In short, we avoid doing so b/c it might break silently in some weird way. Correct way to do it is to either nest these operations in a PatchOpSequence so they're on an li
and then use MayRequire, or just use PatchOpFindMod.
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Nice catch, I’ll change them to use patchop find mod in a bit.
<xpath>Defs/ThingDef[defName="AC_Apparel_HayabusaHelmet"]/equippedStatOffsets/ToxicEnvironmentResistance</xpath> | ||
<value> | ||
<PsychicSensitivity>-0.08</PsychicSensitivity> | ||
<ToxicEnvironmentResistance>0.20</ToxicEnvironmentResistance> |
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Is it intended that the combined Tox resistance of the Hayabusa armor + helmet is 70%, not 100%?
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This part is ported over so, no it’s supposed to be 100%
replace MayRequire with PatchOperationFindMod
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-11906546515.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-11923870912.zip |
69d2466
into
CombatExtended-Continued:Development
Additions
patched the new implant and armor
Changes
pointed some old patch to new names, removed some content patches that's only on the forked version.
References
Reasoning
Alternatives
Testing
Check tests you have performed: