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Rebalance bionic, fix some weird stats #46212
Rebalance bionic, fix some weird stats #46212
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Two tests are needing changing to match with your changes:
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Thanks, I ignored that one, thought it's weary_test again. It's just |
I suspect that - and similar due to the Appveyor build problems - may be happening to others... sigh.
Understand. Not sure - ask on Discord for some C++ assistance? I've just managed to clear off enough space that I think I can download the full repository, so will be trying that today. (Due to inclusion of history, it's a lot bigger than the game itself, I suspect from prior experience.) |
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While you're here, could you change the default price_postapocalyptic for CBMs to something other than $10? It's making Hub-01 a much too cheap source of CBMs.
I will change the tests later, it will only need change to hardcoded string, so no compiling required. |
In a general sense, the postapo price is right. People won't barter food and guns for electric gizmo from before apocalypse. |
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Definite progress.
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
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Rebased onto 0.F dev, resolved conversations by reverting or making changes according to suggestions. |
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@Salty-Panda could you please resolve conflicts? |
Co-authored-by: actual-nh <[email protected]>
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Rebased on master, cleared conflicts |
* Rebalance bionic, fix some weird stats Co-authored-by: actual-nh <[email protected]>
* origin/master: Rebalance bionic, fix some weird stats (CleverRaven#46212) CleverRaven#44459 make disabling a monster an activity with variable duration (CleverRaven#44670)
Summary
SUMMARY: Balance "Rebalance bionic, fix some weird values"
Purpose of change
Certain bionics used slots in weird/wrong body parts, like "Cranial Flashlight" occupied eyes.
Certain bionics should add encumbrance, like "Bionic Claws" that occupy a lot of space.
Certain similar bionics occupied a very different amount of slots, various head implants, in-arm launchers/guns.
Certain bionics probably weren't created with the bionic slots in mind, "Intravenous Needletip" occupied hands for no good reason, many other bionics needlessly were placed in hands.
Based on descriptions, hand bionic slots refer to palm and fingers, excluding wrists. Shifted slots in a few bionics.
Describe the solution
Moved a few bionics to different body parts, "Cranial Flashlight" to head slots and "Intravenous Needletip" (changed name to Injector) to the torso.
Reduced/increased amount of body slots occupied, based on the needs of capacity, weight, storage, protruding parts, implied coverage.
Added encumbrance to a few bionics, like arm shotgun.
Streamlined a bit body slots requirements of certain similar bionics.
Shifted some body slots occupied from hand to arms.
Changed Firelighter to only occupy one hand.
Slightly reduced very high energy requirements of firelighter and finger laser.
Mostly ignored armor plating CBMs, since there is already another PR that rebalances them specifically.
Describe alternatives you've considered
Do nothing
Testing
Spawned, installed a few.
Tested a possible event when after changes bionics will exceed body part's slots. No problems, can normally use/remove bionics.