forked from CleverRaven/Cataclysm-DDA
-
Notifications
You must be signed in to change notification settings - Fork 1
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Finished Zombie Proficiency & Weakpoint Review (CleverRaven#64194)
* Reviewed all Zombie Weakpoints & Proficiencies # GENERAL TWEAKS - Renamed Large Humanoids proficiency to Giant Humanoids, to clarify that it does not apply to somewhat large humanoids, like brutes, and only works on hulks and similar. - Changed description of Natural Armors proficiency, as many enemies that used this proficiency had something more like a thick hide than any kind of shell. - Renamed Natural Armor weakpoint set (wps_natural_armor) to wps_armored_hide, to better reflect its purpose and to avoid confusion with the unrelated Natural Armor proficiency, as well as to prevent its misapplication to monsters which have more of a carapace or plate armor thing going on. Natural Armors proficiency should be reserved for uniquely resilient armored foes, like kevlar zombies, whereas armored hide applies to anything with a particularly thick hide, even if not outrageously so. # ZOMBIES ## ACID ZOMBIES - Edited description of Corrosive Zombie to hint at its thick hide. Corrosive zombie now also trains Natural Armor proficiency. - Spitter now has big head weakpoint set, based on description. ## AMALGAMATIONS (Their file is named like the zombie files so I put them here) - All amalgamations now have intro_biology in their families. This should really be on any living creature of flesh and blood, with exceptions only for stuff like robots, physics-defying nether creatures, extra-dimensional anomalies, and the cafeteria meatloaf. I didn't add this to the cocoons because I wasn't sure if that made sense to do. - Caustic amalgamation now trains biochemistry, like acid zombies do. - Charged amalgamation now trains electromagnetics, like zapper zombies do. ## BURNED ZOMBIES - Fixed a typo in the description for Zombie Kinderlings. - Zombie Fiend now trains Ossified Exoskeletons. Thought I added that one earlier. - Scorched Zombie now gets Armored Hide weakpoints due to its "leathery shell". ## FERROUS ZOMBIES - Removed Armored Hides weakpoint set from rust shell zombie and plated zombie. Could possibly apply Ossified Exoskeletons to them, but I'm not sure. ## COMMAND ZOMBIES - Slight description tweaks, typo fix. ## FUSED ZOMBIES - Added proficiencies to Aberration and Dissoluted Devourer. Aberration doesn't give zombie bio because it isn't an actual zombie. ## LAB ZOMBIES - Removed zombie bio from phase skulker, phase shrike, etc, as they aren't actually zombies. - Gave phase shrike Ossified Exoskeletons proficiency. ## MISC ZOMBIES - Added basic proficiencies to zombullfrog, frogmother, zombie nemesis, smoker - Added basic weakpoints to smoker. - Headless Horror trains giant humanoids proficiency, based on description. - Removed Malicious Mane's natural armor training and body armor weakpoints, as it had no natural armor (or armor at all, for that matter). ## RADIATION ZOMBIES - Added standard proficiencies and weakpoints to all of them. ## SOLDIER ZOMBIES - Replaced body armor weakpoint set with armored hide. - Removed military pilot's synthetic armor proficiency ## ANIMAL ZOMBIES - Gave gastro bufo standard proficiencies and biochemistry. ## CLASSIC ZOMBIES - Replaced beekeper's body armor weakpoints with armored hide weakpoints ## PUPATING ZOMBIES - Added expected proficiencies and weakpoints to pupating hulks, as they were the only pupa zombies that didn't have a copy-from pointing to the base type, and did not include this information. I noticed that most things that disappear on death - boomers, certain cocoons, etc. - tend not to have weakpoints or train proficiencies. Is this an oversight, or is this intentional? For now I left that as is. ## FLYING ZOMBIES - Gave raptors standard and flying proficiencies. - Electric raptor also teaches electromagnetics, like electric zombies. * Removed my Personal Changelog from the Project Directory * Fixed Fungal Wretch Typos * Linted zed_amalgamations.json * MANY Zombie Weakpoint Refinements (& Tests) - Gave standard weakpoints to standard zombies - manually defined weakpoints for some of the basic zombie models (in zed_misc), like the zombie brute and zombie hulk, is a bit strange, since they have become some of the game's staple enemies. THIS WILL LIKELY EFFECT BALANCE, as these are not only important benchmark enemies, but also copy_from'd by quite a few other enemies. Basic brutes are now somewhat weaker depending on circumstances - Updated ranged balance test to use enemies with a more uniform form factor, as the high volume of some benchmark enemies lead to counterintuitive results (higher armor enemy taking more damage because it's bigger and easier to shoot). Note that test differences in values aren't all actual "balance changes" but moreso changes to the test itself, so the comparison between old and new isn't 1:1. Test values were only updated on tests that failed for me (I ran the test with 10,000 cycles instead of the usual 200 to be sure the values I got were convergent). - Added weakpoints and proficiency families to zombies I previously wasn't sure should receive them (mostly ones which self-destruct on death in some way, like boomers). This will make boomers significantly weaker, as they previously had no weakpoints whatsoever. - Changed boomer stats so no boomer upgrade becomes smaller in volume or lighter in weight than the basic boomer. - Added an upgrade path for Zombie Miners - they now have a chance to evolve into a shady zombie (most likely), a rust zombie, or just a normal tough zombie, with a ~70% chance not to evolve, on a half-life of 35. - Rust shell zombies and rust plated zombies get a unique weakpoint category. Similar to bone armor, with the difference that weak points are quite a bit weaker, but the strong point is also a bit stronger. - Flesh raptors finally have weakpoints, borrowing from the ones used for wasps. - Removed NOHEAD flag from zombie military pilot, as it very much has a head and there's no reason to believe it to be structurally superfluous, and also fixed them being given erroneous armor weakpoints when they're just in fatigues. - Lots of other minor weakpoint tweaks/fixes. * Revert change to ranged tests that made it run 50 times as long. * Update data/json/monsters/zed_amalgamation.json Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * Update data/json/monsters/zed_children.json Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * Update all Range Balance Values * Reverted Weakpoint ID Change --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
- Loading branch information
1 parent
c7e7c3f
commit e1c731c
Showing
23 changed files
with
188 additions
and
125 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.