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Can I convince you to remove the Stalker's ability to simply open your colony doors? I found the code a while back, but I'm not really into modding these days. I just been using special doors from other mods to avoid it, but it's a pain in the neck,
[HarmonyPatch(typeof(Building_Door), "PawnCanOpen")]
public static class Building_Door_Patch
{
public static void Postfix(ref bool __result, Pawn p)
{
if (p.kindDef == VoidDefOf.RH_DF2_Stalker)
{
__result = true;
}
}
}
@Lizard_lord wouldnt call that a cheese, even an archo cant resist 10 steel traps and Void members are still made of flesh/bone
I just oneshot a Dusk champion with a mecha dog from Vanilla Genetics and it was
silly.
Also, they are surprisingly easy to drop with ice psycasts.
How about nerfing invisibility even further by extending the anti-invisibility radius from VOID pawns to 29?
Shouldn't matter, since you can't take prisoners with this patch, but I'll add it.
Nerfed Invisibility. It ticks down by five seconds per second per VOID/N4 pawn in a 2.9 radius. This means Invisibility is still good on ranged pawns, still makes it useful on melee pawns that are not trying to solo an entire base, and still scales with the psychic sensitivity of the target.
An alternative would be to make it tick down if attempting to attack a VOID/N4 pawn.
more like
roid
Or Vanilla Psycasts Expanded's KO.
I will also try and figure out a good way to handle Invisibility; vanilla cheese is still cheese.
I'm thinking proximity-based removal.
since the implant kill pawn on captured. and then the acidifier kick in on dead. Death Shield prevent both of that as the pawn don't die.