[WIP] Grimworld Patches Refactor#4640
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-28223132710.zip |
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Foreword
This is a WIP and may remain so for a bit, but I wanted to get it up to show that this is finally being worked on.
There's still a lot of work to be done in catching bits and pieces up and making sure nothing is unpatched in terms of weapons and armours. For now I'm mostly focusing on the assorted Imperial Guard content since none of the other 40K mods seem to cover this particular niche very well.
Fingers crossed it'll be done and merged before the next Rimworld expansion drops but who knows--All changes below are a WIP and subject to tuning for balance and so on.
Changes
Laser weapons now use abstract defines for core stats set in Core Imperialis and faction-specific defines for appearance on the submod level, all of which require Core Imperialis anyway. This is somewhat similar to the system used for blasters in my Outer Rim patches, just a little more dispersed. Lasers now come in pistol, carbine, lasgun, longlas, hellpistol, hellgun, multilaser, and lascannon flavours. Lascannon blasts have a small AOE (may be removed later) at the impact site.
Patches the Chimera Multilaser turret to work like the ones in the OG Dawn of War. Shit's scary.
Removes recoil from all lasguns, but also removes burst and autofire. Accatran pattern and all Hellpistols/Hellguns get to keep their autofire (and are still recoilless!). Lucius lasguns fire lasgun shots but can use overcharge mode to fire hellgun shots at the cost of increased warmup time. Lasguns use varying amounts of lasbattery ammo based on power and have had magazine size bumps accordingly.
Reasoning
No need for defines that are always loaded with every launch even if those projectiles, ammosets, ammo things, and so on are unused. If I need to tune damage/specs I can just do it to the abstracts set in Core Imperialis.
The rest is just updating and balance.
Testing