Patch Anomaly Portal#4636
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-28139308957.zip |
Previous values anchored against Metalhorror (HP 0.6 parasite), too soft for an entity with baseHealthScale 9.6 and combatPower 300. Sharp 10 to 22 and Blunt 18 to 48 match centipede plus a bump for the higher HP frame. Durability and parry unchanged.
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-28140582544.zip |
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-28165401413.zip |
MetalStorm melee tools rolled AP_Damage_Teleport ~50% of swings, but its worker class does not extend DamageWorker_AddInjury so no HP damage was applied. Remove the capacity from every ToolCE matching the Metalhorror tool block convention. Upstream Projectile_Teleport.Impact stuns the target for 70-120 ticks before Notify_Teleported, which is the core anti-snowball mechanic for the 30-shot teleport-spike burst. Port the stun call. Broaden the teleport gate from Pawn to any non-Filth Thing with hitPoints, using DeSpawn/Spawn so buildings and items relocate safely (matches upstream Impact branch).
Restore AP_Damage_Teleport capacity on every MetalStorm melee tool. The source mod's design is multi-capacity Cut/Stab/Blunt + AP_Damage_Teleport per tool: 2/3 of swings damage normally, 1/3 displace via the upstream worker. The previous removal was a misread of the design. Switch AP_Projectile_TeleportSpike to plain BulletCE with RangedStab as primary damage and an extraDamages entry routing through AP_Damage_Teleport at chance 0.66. The upstream Damage_Teleport.Apply has an internal 50% chance, so net teleport rate per hit is 0.33 -- matches the source mod's Projectile_Teleport.Impact gate of Rand.Chance(0.3333f) exactly. The upstream worker also handles stun, Notify_Teleported, and FloodUnfog, so all the per-pawn behavior is preserved without our own C# code. Delete the AnomalyPortalCompat assembly entirely: source folder, sln entry, ProjectConfigurationPlatforms block, and the built DLL output directory. The patch now ships zero C# code.
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-28182197756.zip |
Source mod's AbilityDef has no <label>, which triggers a 'no label' config error. Inject one via PatchOperationAdd.
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-28333198325.zip |
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Additions
Changes
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References
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Reasoning
Mod fires through vanilla verbs and skips CE armor and suppression.
Also patches the custom Teleport Projectile wich was missing from the steam patch
Alternatives
do telport via c# but i found a way wich should work and be faithful
Testing
Check tests you have performed: