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Cybernetic Trait Changes - 20/02/2025 #1827

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@Raikyr0 Raikyr0 commented Feb 20, 2025

Description

Changes/buffs to Cybernetic Traits.
Some lesser used traits get some love, while some other stuff gets some logical re-balancing.

Feel free to point out if some shitcode is broken or need explaining.


TODO

  • I got ideas cooking that I don't know how to code

Changelog

🆑

tweak: Striking Calluses no longer require you to be one of 3 jobs and Human. I understand you wanted something unique to humans but I'd rather just add 4-5 more perk points to Humans so they're more customizable as a race than punch harder. Also increased the +1 damage to +2.
tweak: Bionic Spinarette SHOULD no longer have a hunger penalty and costs less. (I don't know if it's still bugged or not.)
tweak: Platelet Factories heal rate buffed from 0.07 to 0.35 and healing cap increased from 200 to 400. (still drastically worse than the IPC one which got merged and honestly I should buff it even more, but we'll see)
tweak: Decreased the cost of Thermal Vision to be in line with Night Vision because they're both in the same research tier, costs the same, but one of these just costs twice as much.
tweak: IPC Platelet Factories healing cap increased from 200 to 250
fix: Name of Cyber-Eyes Modules for Night Vision and Thermal Vision (It was bothering me)
remove: Mind over Machine from Cyber-Eyes Modules, what's the point of having Cyber-Eyes if you can't do anything with em.

Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
@github-actions github-actions bot added Changes: YML Changes any yml files Status: Needs Review Someone please review this labels Feb 20, 2025
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@github-actions github-actions bot closed this Feb 20, 2025
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