CombatExtendedRWMod / CombatExtended

Combat Extended mod for RimWorld
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Add AnimalCollabProj patches #1151

Closed sumghai closed 4 years ago

sumghai commented 4 years ago

Additions

References

Reasoning

Testing

Schatten5 commented 4 years ago

The missing animal sting hediffs are from the base mod, they have nothing to do with the patch. I am getting this error every so often when guinea pigs are fighting human pawns: RimWorldWin64_dGVp8JIC2g

sumghai commented 4 years ago

@N7Huntsman @Schatten5 - Turns out there are two different versions of AnimalCollabProj 1.1:

The Steam version hasn't been updated to the same code as the GitHub version, and I'm not entirely sure how to make our patch work for both versions.

sumghai commented 4 years ago

@Schatten5 - I did a bit more investigating, and it looks like ACPGuineaPig only shows up if you're running RimWorld 1.0, but not in RimWorld 1.1.

It's rather redundant work, but I can add a patch for ACPGuineaPig.

sumghai commented 4 years ago

@Schatten5 - Your issue is "fixed" in 5f4bf05.

@N7Huntsman - Since the hediff description issue actually happens in vanilla, it's not really up to us to fix:

Annotation 2020-04-01 211901

As for the sting poison balancing, could you please point out the specific lines I need to fix? I can have a think about the actual values to be rebalanced then.

N7Huntsman commented 4 years ago

Regarding the two different versions, the ideal thing to do would be to swap out <li Class="CombatExtended.PatchOperationFindMod">, which only accepts one mod, and reconfigure it for the vanilla PatchOperationFindMod, since it accepts a list of mod names

As for balancing the poisons, I think that'll require some additional patches. Find the damageDefs in the ACP files and it'll have some stuff to edit under 'additionalHediffs'. You can also find the hediffDef that the damages apply and tweak those as well.

sumghai commented 4 years ago

Regarding the two different versions, the ideal thing to do would be to swap out <li Class="CombatExtended.PatchOperationFindMod">, which only accepts one mod, and reconfigure it for the vanilla PatchOperationFindMod, since it accepts a list of mod names

Actually, both versions of AnimalCollabProj share the exact same mod name in their About.xml files - à la how both CE and CE:FT were named "Combat Extended".

(ASIDE: In the distant future, I may simply go through all of our existing patches and re-implement them using the vanilla PatchOperationFindMod for consistency, which has the added advantage of avoiding the success=always nonsense.)

As for balancing the poisons, I think that'll require some additional patches. Find the damageDefs in the ACP files and it'll have some stuff to edit under 'additionalHediffs'. You can also find the hediffDef that the damages apply and tweak those as well.

Ah, fair enough. I'll take a look over the next few days.

sumghai commented 4 years ago

@N7Huntsman - I hope I've managed to patched the venom hediffs properly to match the vanilla CE venom damages/hediffs. Essentially:

No errors when tested with both platypuses and scorpions from this mod.

N7Huntsman commented 4 years ago

@sumghai Going put to list my remarks/requests here, just to save me picking through all the files to add them as review comments on the specific items:

sumghai commented 4 years ago

@N7Huntsman - Just so you know, balancing animal and race stats is not my forte. The patches were often originally implemented by @AthenaSulisMinerva from various sources.

I would suggest that for future animal/race patches imported from FastTrack, we should try to get the basic PR approved quickly, and have someone else more experienced with animal race stats to do gameplay balances instead.

Panda body part armor is rather high at 0.59 RHA and 1.94 MPa, compared to other bears at 0.29 RHA and 0.94 MPa

That's odd. None of the current patches specified any changes to panda or bear body part armors, nor could I find anything for vanilla CE bears

Megascorpion pincers deal Blunt damage. Is this intentional?

Yes. The original mod also specified Blunt damage for Megascorpion pincers.

Megascorpion sting attack may not be set to outside layers only, which is resulting in it damaging multiple body parts, each of which have a venom hediff applied to them, resulting in much faster poisoning.

Isn't it already set as such?

<li Class="PatchOperationAddModExtension">
    <xpath>Defs/DamageDef[
        defName="PlatypusSting" or
        defName="ScorpionSting"
    ]</xpath>
    <value>
        <li Class="CombatExtended.DamageDefExtensionCE">
            <harmOnlyOutsideLayers>true</harmOnlyOutsideLayers>
        </li>
    </value>
</li>

Megabadger armor and attack AP seem extremely low, given its description as being the "size of an elephant", I might reference the megafauna CE patch for similarly over-sized critters.

The Megafauna patches seldom specify armor ratings for similar creatures, and since the vanilla CE elephant has fairly low armor ratings specified, I'm going to use the ones for rhinoceroses instead.

Attack APs have been increased by a factor of 5.

Fixed in 27874fd

The Xennagunna attack AP should probably be buffed a bit, given its size compared to the normal iguana.

Buffed in cbf44e8

Both spirit wolves could probably have their armor and attack APs buffed. As semi-mythical creatures sort of like the Thrumbo, for the armor it's fine to sort of look at the projectile sheet and decide "I want their armor to stop everything up to this kind of bullet**". Same for the dire wolves, but somewhat less so, in respect to their size and "power".

Cursory research suggests that the Spirit Wolves are from the Okami video game, and were intended to have god-like powers, so I'm tempted to just use values similar to the vanilla Thrumbo.

Dire wolves were similarly buffed, with comparatively inferior stats.

Buffed in f227c77

While I understand they're intended to be fragile, the silkspider bite sharp AP seems a bit low. Thoughts?

As tiny insects engineered mainly to produce synthetic silk, I think it's reasonable they'd have fairly weak attack AP. No changes here.

Tiger attack AP could use a buff. They're the largest big cat, but their AP is still on par with the far smaller jaguar.

I've buffed both the Lion and Tiger claw/bite attacks to be approx 1.5x times more powerful than the lesser big cats (e.g. panthers, jaguars).

Head attack blunt APs were only buffed 1.25x times, since I don't imagine their heads to be significantly larger than other big cats, while a larger body mass would definitely result in greater momentum for a head-butt attack.

Buffed in 1c1aefd

N7Huntsman commented 4 years ago

Just so you know, balancing animal and race stats is not my forte. ... I would suggest that for future animal/race patches imported from FastTrack, we should try to get the basic PR approved quickly, and have someone else more experienced with animal race stats to do gameplay balances instead.

Fair enough--it's one of those stranger sort of grey areas where you sort of have to use the spreadsheet as a baseline and then sort of "feel" your way through. Probably wouldn't be good practice to have it merged and then go through for balance (if that's what you were suggesting?) just because inevitably something would get merged and the balance pass would be forgotten about, but I'd be onboard with having something PR/send files with balance changes to your branch.