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Altered Carbon 2: ReSleeved Patch update #3557

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merged 12 commits into from
Nov 19, 2024

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SaltyKarl
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@SaltyKarl SaltyKarl commented Nov 17, 2024

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.

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Testing

Check tests you have performed:

  • Compiles without warnings
  • Game runs without errors
  • (For compatibility patches) ...with and without patched mod loaded
  • Playtested a colony (specify how long)

@SaltyKarl SaltyKarl requested review from a team as code owners November 17, 2024 15:49
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-11880201461.zip

@github-actions github-actions bot added the Download in Comments This PR has a zipfile download available. label Nov 17, 2024
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-11880342892.zip

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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.
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-11888805668.zip

@AdrianValentinS
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AdrianValentinS commented Nov 18, 2024

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.

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N7Huntsman
N7Huntsman previously approved these changes Nov 19, 2024
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Need to restructure some of the conditional patches, but the rest looks fine.

</value>
</Operation>

<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
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-11906546515.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-11923870912.zip

@N7Huntsman N7Huntsman merged commit 69d2466 into CombatExtended-Continued:Development Nov 19, 2024
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3 participants