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Move aftershock cbms to base game #1772
Move aftershock cbms to base game #1772
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Move aftershock cbms to base game
Actually readd bionocs
Add fake weapon to support aftershock cbms
Buff Skullgun CBM
Update skullgun desciption
Reduce damage bonus a bit
Properly add bionics
rephrase and rebalance
rephrase and rebalance
similar to standrart pistol
I'd keep the wind turbine out, it's unpredictable. Rest looks OK, but may need balancing. |
Yeah. I get it now. It hurts player intellect and perception (like you actually replace part of your brain and head with gun) , has insane installation difficulty and worse than even basic .40 pistol. |
remove Cranium Bomb and Skull gun
It can fit "passive power generation in certain condition option". Technically it don't have to be reliable. Do not require player actions or attention. |
It is fixable. I'll look for options. |
bio blaster cmb restoration
I don't think it even works. There supposed to be an enchantment attached to it that checks every x days whether to blow off the character's head, but it's missing in BN version. |
If it's meant to be "random chance ever X days" then it could be implemented via intermittent_activation. Though I feel like it would be better as some sort of conditional activation that I don't think we have the code support for, like a Cruelty Squad style "detonates if it decides you're mortally wounded" activation (in this case presumably below X HP). That would be less of an RNG meme death than if it was a random chance of exploding every few days. How is it currently implemented, if at all, in DDA? EDIT: Another option we could do under current enchantment code that offers the player slightly more control over their fate than "X chance every Y days" would be to make detonation trigger from a low-chance on-player-hit enchantment, presumably flavored as unstable ordinance rather than a killswitch. |
Cranium Bomb definitely will not be imported. |
fusion blaster surprisingly weak. |
To be fair fusion blaster is not off in comparison to other energy weapon. It seems energy weapon vs traditional weapon balance is different question and it is better to keep it off current PR, since it it is bigger question. |
It mostly duplicates what solar does, but more randomly. Wind isn't communicated to player well, it's hard to see it and even harder to predict it. I don't see any reason to have it in core.
What role will it fill? |
About the 40mm grenade bionic: it seems mostly redundant, since 40mm launchers are common and you need to unwield current weapon to use it. Dopamine suffers from the same problem as music. Once you have it, other morale bonuses become irrelevant. Linguistic sounds like it could be OK early on, but like it would quickly get bad later. |
I have counterargument here. Rimworld, for example has wind turbine, solar panel and fuel based electric generator. So overall - wind turbine definitely has its niche. Yes immersion may be problem here, but that is the case for a lot of CBMs. |
Stationary wind turbine. Like we have on vehicles, where they heavily impact air resistance. Meanwhile the wind turbine bionic is a power generation bionic that produces effectively random amount of power whenever you're outside. And its "lore" is completely busted. |
remove bio wind turbine
Ok. Wind Turbine CBM cancelled. 40mm grenade bionic: still need discussion. It clearly has its niche- energy independent bionic heavy weapon. Only question is balancing it. It is already somewhat unique since it can use 2 calibers of ammuniton. |
If it's a single use grenade launcher, it needs to have really good stats to be worth it. |
Actually grenade launcher CBM can store preloaded ammunition then inactive. So if we will make this grenade launcher contain 3 grenades, pulling preloaded launcher can make a difference. |
@@ -26,7 +26,7 @@ | |||
"type": "bionic", | |||
"//": "Watch those wrist rockets!", | |||
"name": { "str": "Deployable Grenade Launcher" }, | |||
"description": "Your right hand can fold inward to reveal a mechanism capable of igniting and firing 40mm grenades across medium distances.", | |||
"description": "Your right hand can fold inward to reveal a mechanism capable of igniting and firing 40mm grenades across medium distances with great accuracy due built in ballistic calculator.", |
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"due to"
You shouldn't leave mods with duplicates. If the items were bn-ified, the mod should use the new version or have it blacklisted to prevent spawning. |
Considering that I've used same ids for bn-died items, maybe it is better to just remove them from mod items? |
If they're getting moved from Aftershock to vanilla than it should be fine, as then an old save with Aftershock will still be able to find the relevant JSON in vanilla files. |
@Coolthulhu, confirm please, I need to just remove dublicate items that left in Aftershock? Ids of ported CBMs are the same. |
Remove aftershock comments
ino => into type fix
Deployable Grenade Launcher CBM rewording
deployed grenade launcher reworded
reduced armor pen for charged bio blaster shot
remove aftershock cbms moved to vanilla
Ok. Ready. Duplicates removed from Aftershock. Tested with Aftershock mod. |
Oops, I missed the review request. I'm checking it now. |
Do solar panels start with the "fuel saving" mode enabled or did you set it up in the save? If it's like this by default, it should probably be changed, since it's pointless to disable solar panels unless you explicitly want to avoid having full batteries for some weird reason (like debugging). The power shot firing mode on fusion blaster costs the same as regular single shot. It causes explosions and sets things aflame. It shouldn't deal direct damage on top of that, otherwise the only reason to use regular single shot is to avoid damaging self or terrain with AoE. |
I've definitely didn't enable it. Also Wind Turbine does that as well. |
remove ap from bio blaster power shot
Removed Armour piercing from power shot. It should do the trick. |
It seems there are no built in ability to remove fuel saving by default. There is flag "SAFE_FUEL_OFF" but it is used in code to keep fuel saving state. It does not work if you just put flag in cbm JSON (obviously). I propose to keep fuel economy default state feature out of current PR, since it is most likely will require new flag support. For now - I've propose it ready again. Bio blaster power shot nerfed. |
Move aftershock cbms to base game
Summary
SUMMARY: Content "Move aftershock cbms to base game"
Purpose of change
Aftershock mods contains intresting cmbs. It is good idea to add them to base game, because:
List of added CBMs:
Obviously cbm re balance will affect Aftershock mod as well due the way things are coded, but it should benefiting.
List of not added CBMs:
The bionic also kills immersion by being obviously weird in a way that can't be explained with "it's magic sci-fi stuff". It's like a propeller hat, except it makes enough power to run bionics off it.
Describe the solution
Merge almost all CBMs from Afershock mod to base game.
Describe alternatives you've considered
None.
Testing
Note that balance chages does affect Aftershock users, but It supposed to be in good way.
Additional context
Save for testing(afscbm):
afscbm.zip
Save for testing with Aftershock mod (afscmbs, s at the end of save dir name):
afscmbs.zip